4.4.4 (2026-06-24)
4.4.4 ‘Pegasus’ Patch Release Notes
Feature
- The Baol Life Seeding decision can now be enacted on artificial worlds and structures, and grants a unique deposit carrying over some of the bonus of a Gaia world.
Improvement
- AI will now consider abandoning a contract after 20 years have passed since they have accepted it.
- Idle Arkships and Logistic ships will notify the player about having completed the waystation/wayline stockpile collection.
- Added Logistics Hub indicator in the galaxy map.
- Arkship and Logistic harvest and strip mine orders issued on a whole solar system now target higher-value planets first instead of simply the nearest.
- Automated science ships that temporarily run out of reachable tasks now stay automated and resume when new work appears, instead of cancelling automation.
- Arkship random names in empire creation now use namelists for ships, not planets.
- Fleets will continue repairing and upgrading while following the moving arkship within the system.
- Fleets will continue following the arkship after having completed its upgrades.
- Improved the randomization of nomadic empires in galaxy generation, so they no longer take up the bulk of the advanced AI empire slots.
- Following ships will start charging its FTL drive without waiting for the target to complete its hyperlane jump.
- Becoming nomadic now embarks assault armies on the planet instead of destroying them.
Balance
- Further reduced the effects that higher difficulties have on Forever Cruise progress.
- Deep Sleep civics can no longer be combined with the Synthetic Fertility origin to avoid breaking their starting situation and the identity repository.
- Rebalanced Arkship habitability from species traits.
- Arkship now have an inherent 40% habitability, matching that of habitats.
- Arkship Living Space Module grants +5% habitability in addition to the +1 district slot, but has an Exotic Gas cost and upkeep.
- Reduced the size bonus damage from the Vanguard and Knight Paladin subclasses.
- Adjusted the starting conditions of Forever Cruise and upkeep of Passengers to not start you in massive deficits. Generally speaking, there are now fewer Specialist Crew jobs present and Passengers (except for Bio-Trophy Passengers) have reduced Consumer Goods upkeep.
- Made the Forever Cruise center situation stage longer
- Added a Passenger Satisfaction penalty for abandoning Forever Cruise contracts
- The Doomsday modifier you get for successfully embarking now grants +60% habitability
- Increased offspring ship limits.
- Nomad strategic-resource harvesting reworked. Researching a resource's mining technology now grants a +50% harvesting yield for that resource (Volatile Motes, Exotic Gases, Rare Crystals, Living Metal), replacing the previous penalty for lacking the technology. This means that the bonus from the technology now applies to resources inherent to the planet class instead of only those from deposits.
- Tribute Vault and Pirate Hideout waystation modules now add their resources to the waystation's stockpile instead of silently adding them to the empire stockpile.
Bugfix
- Literally unplayable typo fixed in "Agree to Disagree" perk tooltip.
- Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't if the Nomads DLC is not enabled.
- Paladin ships can no longer cloak, as their UI does not support it.
- Fixed some Star Seekers checks only checking for the regular version of the civic.
- Nomad-exclusive technologies are now hidden if you decide to settle, and re-revealed if you then decide to embark and become nomadic again.
- fixed error logged when loading a save that contains popup informing about finish a tech research
- The gas giant created by the Primal Calling origin now starts surveyed.
- Corrected that mineral_insight_nomad did not provide job efficiency for astro-harvesting jobs.
- The Waystation Research Module now establishes communications with pre-FTL civilizations in its system.
- Planet class modifiers now apply to Arkship (ship-carried) colonies.
- Fixed a crash that could occur while the AI was evaluating which contract to take on.
- Total Wars between Nomads now properly move arkships between owners
- Preventing a waystation UI from crashing in some modded ui cases.
- Fixed the Planet Modifier for doomsday empires embarking not being applied to their arkship.
- Fixed the Safe Haven modifier for embarking as a doomsday empire not having an icon.
- Allowed Beastports for non-Beastmaster empires if you have tech_alien_cloning..
- Fleets will no longer get stuck not being able to jump if the target their are following is currently moving.
- In "Decipher Strange Signal", the nomadic empire needs to be in the system owner's empire to make contact
- Fixed Nomadic empires not being able to enable L-Gates in some cases.
- Arkships no longer benefit twice from waystation network (wayline) modifiers.
- The Utility Deck specialization now correctly supports industrial buildings.
- Fixed Specific Cetana events being broken for Nomads
- Fixed delayed starbase spawn upon settling as Nomads
- Fixed Cetana's Databank Project not showing up under Ongoing Crises
- Fixed the Clone Army dig site spawn event localisation pointing towards an incorrect planet
- Fixed an edge case where it was possible to dismiss the Eternal Chorus scientist before the end of the event chain
- Fixed an instance of the Assist Colony special project not spawning properly upon accepting the contract
- Fixed the Sable Pilot trait icon being empty
- Fixed crash that could happen when federation members were destroyed while a proposal was still being voted
- "Cetana: Weak Links" entry stays inside the borders of the Situation Log window.
- Fixed 2 resort world specializations deleting themselves after being build
- Changing the situation approach will now update the effect list faster - some edge cases used to delay the changes in the effects for a few in game days.
- Abandoning an internal contract no longer sends an issuer toast
- The on_cancel effect only fires once for internal contracts
- Massively increased the likelihood that the Drums of War chains starts for Heirs of the Khan empires near the mid game year.
- Ignore border restrictions for nomadic countries in uplift-species special projects
- Fixed Recall paladin ability to work for nomad players
- Fixed Stellar Ignition Contract being impossible to complete
- Take the initiative projects will now abort if they are no longer needed.
- Fixed Wanderlust event chain re-appearing in the situation log
- The Doomsday event to unlock Embarking once again unlocks embarking.
- Lowered the Forever Cruise situation speed change based on difficulty
- Enabled the Sacred Path event chain to remain in the Situation Log after completing all Sacred Sites, so players can still find them on the galaxy map.
- Color change in "System Warmth Detected" event window
- Fixed internal contract spawn chances for Forever Cruise
- Fixed the Timeline event for megastructures only firing for Behemoth empires
- Fixed GetPlanetMoon returning a capitalized version of Planet as well as not returning moon when it should
- The Doomsday Arkship modifier now speeds up decisions, not buildings
- Fixed some Patron callings and deeds that were inappropriate for Nomadic Empires showing up.
- Fixed the tooltips for some Patron accords not showing the correct tooltips for gestalt empires.
- Fixed the tooltips for when an Arkship couldn't perform an action being confusing in some cases.
- Blocked Shroud-Forged from Embarking.
- You can no longer distribute Zro or Astral Threads during the Psionic Ascension situation if you run out of Zro or Astral Threads.
- Astral Scars spawned during the Psionic Ascension situation are now revealed to Nomadic Empires.
- Fixed an unlocalized tooltip for cloaking detection.
- Fixed some backup clone effects checking for the incorrect tradition.
- Arkship Preparation for the Doomsday origin now correctly reduces the time to embark.
- Polish and Russian loc fix
- Added a fallback if the Cyberization situation gets stuck with less than 100 pops to cyberize
- A firing Stellar Cannon no longer blocks interaction with planets and construction in other star systems.
- Arkships can now research the special project in Crystal Manufactory
- The Breach the Shroud situation now recognizes all types of Psi Corps buildings
- Unit Solace now correctly has the Synthetic trait
- Players without the Nomads DLC can again create Nomadic empires in multiplayer when the host owns the DLC.
- Fixed Arkship afterburners not upgrading to tier 2 when Advanced Afterburners is researched.
- Automated fleets no longer drop out of automation after evading hostiles.
- Fixed Stingers and the Devastator Mount not obeying the listed firing arcs for their weapons in some cases.
- Fixed civic-granted starting buildings not being added on Sacred Path Nomad Arkships (Experimentation Chambers, Sanctuary of Repose, Astrometeorology Observatory, Sacrificial Temple)
- Fixed Experimentation Chambers not being added on Hive/Machine Nomad Arkship starts
- Fixed deep-scan Resource Cache toast displaying incorrectly
- Fixed Forever Cruise empires incorrectly receiving Luxury Residences on game start
- Event generated Nomad empires will no longer get an asteroid
- Fixed Arkship move button incorrectly disabled
- The Abandon Contract button now warns about the consequences in its tooltip.
- Fixed duplicate colony names in the diplomacy tooltip after a nomad empire settles.
- Fixed a Special Project icon that could appear underneath the star in certain situations.
- Fixed starbase module and building limits showing as 0 in link tooltips.
- Timed project alerts no longer show projects from option groups you did not select.
- Fixed a duplicate scope name in deposit-related event tooltips.
- Fixed accepted contracts showing "Available Until: 0" in the issuer's tooltip.
- Fixed the outliner planet tooltip incorrectly reading "Carried by".
- Improved unhelpful modifier tooltip labels on Arkships.
- The anomaly "The Imitator" can no longer appear twice.
- The Stellar Cannon no longer removes portals when it fires.
- Fixed situation approaches not working after a repeating situation completed a cycle.
- Fixed welding bots facing the wrong way while constructing a megastructure.
- Harvesting modifiers for Civilian Arkships are now working correctly.
- Fixed some resource mining technologies being blocked for Nomadic empires.
- Fixed issues in which settled empires that Embarked could retain starbases and borders. Clarified the tooltip for Waystation conversion in English.
- Expulsions wars will no longer move stations nomads are not allowed to build before reverting their ownership
- Fixed Governor modifiers not applying.
- Nomad Raids now properly transfer waystations on status quo's in both directions
- Maintenance Optimization Tradition now grants Amenities bonuses for Calculator Jobs and the Hive equivalent.
- Changed icon for "Resources Stolen" alert notification to make it more noticeable after successfully plundering a planet.
- Operational Reserves tooltip now mentions the 1-3 scaling of energy/minerals to operational reserves
- Fixed numerous modifiers (such as the Stability from Bureaucrats granted by Byzantine Bureaucracy) not granting their modifiers to Arkships. Note to modders: Any scripted modifier needs to be updated to work on colonies rather than planets.
AI
- AI will no longer accept unreachable contracts and will abandon contracts that become unreachable.
- Fixed AI empires not properly using Deep Sleep mechanics.
- Fixed nomadic AI empires not merging their armies into a single transport fleet.
- Fixed AI not selecting hostile, domineering, threatened or imperious attitudes if either country is nomadic.
- Fixed AI counting their existing armies twice when calculating how many armies to build.
UI/UX
- Eager Explorers, Privatized Exploration, Stargazers, and Exploration Protocols are now marked as a Challenging Civic on the empire creation screen.
- Ship automation buttons are now disabled, with an explanatory tooltip, for ships that cannot use Hyperlane travel.
- The diplomacy window dynamically resizes width as you move between options
- Selection box remains in the correct section after building a System or Spinal Mount
- Improved concept tooltips for starbase building and module unlocks.
- Fix waystation stockpile max capacity rounded to thousands
- Removed a duplicate Ascension Perks header in the perk picker.
- The starbase module list now keeps its scroll position when advancing through slots.
- Fixed the Situation Log selection jumping back to the first entry when scrolling.
- Fixed the position of the remove-contract button.
- Waystation UI now shows income to two decimal places.
- Waystations that are collecting excessive resources now have more room to display their icons in the system map.
Performance
- Improved performance of the empire creation UI.
- Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
Stability
- Fixed a crash on the start of the game loaded from an old save file.
- Fixed a SHELD_HEALTH OOS on hotjoin.
- Country Modifiers OOS fixed due to badly parallelized navy coverage calculations.
- To reduce the amount of OOS at resync, the host will now also reload the save during a resync.
Audio
- Stellaris Complete Soundtrack updated with Nomads tracks and album artwork.
- Correct sound now plays when arkships are attacked.
Modding
- Added `category_limit_fail_text` to scripted actions.
- Added a `context_menu_ordering` (distance/weight) field for scripted actions to control target ordering when issued on a whole system.
- Added a per-ship-class shield multiplier modifier (e.g. `corvette_shield_mult`), matching the existing per-class health and armor multipliers.
- Added collected_colony_resources allowing starbase modules to steal or clone resources from colonies in the same system.
- Added AI_HOSTILE_FLEET_DISTANCE define.
4.4.3 (2026-06-17)
4.4.3 ‘Pegasus’ Hotfix Release Notes
Bugfix:
- The Void Reavers civic no longer requires both First Contact and Nomads.
- Corrected the Trust and Opinion thresholds required to propose a Waystation Pact.
- Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't.
4.4.2 (2026-06-16)
4.4.2 ‘Pegasus’ Hotfix Release Notes
Balance:
- Reduced the rate of the Forever Cruise situation speed on all difficulties.
- Significantly reduced the amount that the situation increases based on game difficulty. (These are further reduced from last night’s Open Beta release.)
- Doubled the grace period after completing a crew or passenger contract - it will now pause progress in the passenger satisfaction situation for 24 months.
- More comprehensive changes will be coming in this weekend's Open Beta for the patch planned for next week.
Bugfix:
- The Void Reavers civic no longer requires both First Contact and Nomads
- The Defenders of the Galaxy achievement should now be completable
- [Beta Bug Only] Fix overlapping and missing items in single player game setup
Stability:
- Preventing a waystation UI from crashing in some cases.
- Fixed a crash that could occur when changing the animated main menu background from the in-game settings screen.
- Fixed a crash that could occur while the AI was evaluating which contract to take on.
- Fix crashing on 800p and lower resolutions when clicking on Waystations.
- Fix combat crash when calculating ship design states (from required component arrays having null-object placeholders that defaulted to the “weapon” type)
- Fix crash when escaping combat as an enemy is destroyed
- Fix crash in spawn_random_anomaly when orbital fleet has no ships
- Fixed a crash that could occur when hovering an empire's ethics tooltips, including after that empire was destroyed.
- Fixed a crash that could occur when hovering ethics tooltips in the empire setup screen.
- Fixed a potential crash when opponents were deleted in mid-combat
4.4.1 (2026-06-15)
4.4.1 + Nomads DLC release notes
Nomads Release Notes
- Nomadic Empires introduced
- Arkships
- Massive mobile capitals that replace homeworlds entirely. Serve as colonies, shipyards, and warships simultaneously, with three specialization classes (Military, Scientific, Civilian) that can be upgraded through three tiers and customized with modules, systems, and late-game Spinal Mounts.
- Waylines & Waystations
- Construct Waystations to harvest resources from systems without claiming them. Adjacent Waystations automatically link into Waylines that propagate trade and modifier bonuses. Wayline Pacts allow two Nomadic empires to share each other's network benefits.
- Contracts
- Settled empires can issue task-driven Contracts (Military, Science, Resource, Diplomacy) for Nomadic empires to fulfill. Completing Contracts earns Trade, improves Opinion and Trust, and unlocks deeper diplomatic options including Wayline Pacts.
- Settling and Embarking
- After completing the Adaptability or Versatility tradition, Nomadic empires can Settle on an empty planet, with options to settle partially or fully and leave the remainder as a subject. Settled empires can Embark onto Arkships through a mirrored process, converting their starbases into Waystations.
- New Ambition path: Defender of the Galaxy
- Transforms the Defender of the Galaxy Ascension Perk into a full five-level Ambition path. Progress by cooperating with other empires, assuming Galactic Custodianship, and forming the Galactic Defense Force. Unlocks the Paladin Initiative and unique hero ships commanded by promoted admirals. Win condition: defeat two end-game Crises and abdicate your Custodianship.
- Stellar Cannon Megastructure
- A purely offensive Megastructure requiring a neutron star or pulsar, buildable without an Ascension Perk. Fires your entire energy stockpile at a target system after a 140-day charge, dealing ship damage and colony devastation (10%/25%/50% at each tier). Shots over 50,000 energy also shift all planets in the system one step up the dryness scale.
- Nomadic Enclave: Champions Forge Live!
- A roving gladiatorial enclave that hosts fleet combat tournaments every twenty years across the galaxy, with weight classes scaling from early- to late-game fleet sizes. Winners hold the Trophy relic until the next tournament. Also offers services including combat intelligence on rivals, tournament venue selection, and introductions to Nomadic Paragons.
- New Nomadic Origins
- Voidfarers
- The general-purpose Nomadic origin. Provides a flexible, unscripted start with no overriding narrative obligation, suited to players who want to define their own nomadic path from the ground up.
- Heirs of the Khan
- Begin as survivors of a Khan's assassination, hunted by escalating Marauder bounty fleets. Complete unique military Contracts to weaken your hunters. Survive and potentially claim the throne yourself!
- The Sacred Path
- A Spiritualist origin built around surveying a series of sacred sites scattered across the galaxy by your ancestors. Each site presents a distinct choice about faith and history.
- Forever Cruise
- Two species share a single Arkship: a working Crew and a leisure-seeking Passenger class. Balance the Passenger Satisfaction situation to avoid Planetfall on one extreme and Mutiny on the other.
- We’ve also added a special “Hospitality Servitors” variant of the Rogue Servitors civic, where the Passengers are even more demanding and maintaining the cruise is more difficult.
- New Paragons
- Orun Veyth, the Revenant
- A scarred admiral who lost everything to a purge and has been settling the debt ever since.
- Ashar, the Wandering Sage
- She held a seat at a royal court for decades, then walked away from it because the stars had more to teach her.
- Sero the Younger, the Naturalist
- He left a prestigious Grand Archive to study living things instead of dead ones.
- Unit Solace, the Caregiver
- A synthetic father who chose exile over abandoning his fragile son when his people synthetically ascended.
- Th'aal Hask'Guron, the Champion
- A warrior of considerable size and considerable joy, who treats every battlefield like a hunting ground and your Arkship like a trophy hall.
- Seralune, the Lost Princess
- She boards your Arkship with nothing but polite manners and the feeling she has been somewhere before. Follow where she points.
- New Nomad Civics
- Caravan Masters
- Every Waystation is a marketplace, every contract a relationship, and every relationship a potential profit margin.
- Void Reavers
- Not all who wander are lost, some are just waiting for you to let your guard down. Siphon resources from colonies in systems where your Waystations lurk, or skip the subtlety and plunder planets directly with the Plundering bombardment stance. Yarr!
- Star Seekers
- Life between destinations is its own destination. Gather resources as you travel, then burn through your stockpiles in a galaxy-spanning festival that grounds one Arkship and celebrates everything your people have seen.
- Flight Schools
- The best pilots in the galaxy didn't grow up with a planet to land on.
- Deep Sleep
- Not every passenger needs to be awake for the journey. Manage your population through the long transits between stars, keeping only the hands you need on deck.
- New Species Traits
- Photoadaptive/Solar Celled
- Recursive Learners/Structural Awareness
- Reaver
- Grants Commanders the Plunderer trait
- Terraphobic
- Interconnected
- New Music tracks by Andreas Waldetoft and Batzorig Vaanchig
- 8 new achievements
4.4.0 ‘Pegasus’ Patch Notes
Feature
- The Paradox Launcher now automatically disables your mods on major version updates.
- To re-enable your mods after they have been updated for the patch, change the ‘DLC only’ play list back to your associated mod list. Your preferred mod list will then stick through the major version.
- Attempting to resume an incompatible save will now divert you to the main menu instead of loading it.
- The launcher should now show a warning if there has been a major patch since your last saved game
- Joining & Leaving wars in progress
- Empires that are not the primary participant in a war may now attempt to enter an ongoing war by negotiating with the leader of the side they want to join, or leave an ongoing war by negotiating with the leader of the opposition. These can be found as terms in trade negotiations.
- Leaving a war creates a truce, and negatively affects your former ally’s opinion of your empire due to your treachery.
- An opponent may be reluctant to let you get off easily if they feel that they’re winning the war, or if they particularly dislike you.
- Empires whose colonies are all occupied now suffer escalating consequences. Each month while fully occupied, they gain a stacking Hopeless War modifier worth +5% War Exhaustion gain, and their wars accumulate +1% Attrition per month, which can take them past the normal 100% cap. Both effects vanish the moment any colony is liberated. AI secondary participants with all colonies occupied also gain increasing desire to seek a separate peace.
- This will generally only be relevant when an empire has allies in a war, or is in multiple wars with split occupation.
- To further celebrate our 10th Anniversary: We have added a background selector to the Graphics settings screen, allowing players to choose which animated main menu background is displayed, including all DLC frontends, Latest Release, and Random options.
Improvement
- Automated jobs now have their own workforce limit slider, letting you directly cap how many of a job's slots are filled by automation.
- Finished the removal of Unemployment begun with 4.3.0.
- When a pop loses their job, they now immediately fall to their stratum's fallback category (Citizen, Maintenance Drone, etc.) rather than passing through a temporary unemployed tier.
- Reworked Nascent Stage pops to work more similarly to sub-species integration, with approximately 1/60th of the pops growing into their base species each month (on colonies that are at least 60 months old). This should result in Nascent Stage being more reliable and less error-prone.
- Improved how pops compete for jobs combining basic job weights and how efficient they actually are at them, so a more suitable pop will now properly displace one already holding a position. (i.e. Slaves and shackled robots will tend to displace free organics from worker tier jobs, intelligent pops will take more research positions, etc.)
- Higher-stratum jobs turn over more slowly - Workers and Simple Drones may reshuffle every 3 months, Specialists and Complex Drones every 7, and Elites every 13 - so an out-of-place pop won't be kicked out immediately but will eventually be displaced by a better fit.
- Gestalt pops have a weaker attachment to their current jobs overall.
- On underpopulated planets, pops tend to fill jobs proportionally between all the capped jobs they are eligible for, though bonuses to job efficiency (such as from the colony designation or traits) could heavily skew this towards certain jobs. They will still tend to prefer higher stratum jobs when possible.
- Prioritized jobs ignore this proportional fill, but lower strata jobs may still be bypassed in favor of higher weight ones.
- Pops should no longer take deficits into account for job prioritization, as this caused extremely erratic monthly behavior on underpopulated planets.
- Event option tooltips for ethic drift effects in the Costume Culture, Roots Reclaimed, and Fans No More First Contact events, and the Broken Shackles origin homecoming option, now show a single summary line instead of one entry per affected pop group.
- The System Initialiser selector now hides systems you are not eligible for (for example, KotG Sol if you do not have the KotG origin).
- You can now use Tab and Ctrl-Tab on the Starbase tab to advance to the next or previous owned Starbase. (This advances through upgraded Starbases, skipping Outposts.)
- It is now possible to queue the return order. Useful when issuing commands for the logistic ship and then you want it to return to the arkship to drop off the stockpile.
- Added a slider to set the amount of randomized nomadic empires that is spawned during galaxy generation.
- When building megastructures that are meant to be located outside of the gravity well, the eligible space will be highlighted in green instead instead of marking ineligible space in red.
- the kill_country console command now accepts an optional ID parameter
- Choosing a Megastructure from the fleet order button moves the camera to the constructor's system
- Habitats and Ringworlds now explicitly state that they have artificial climates.
- Colonize button on planets will now be disabled ( with a tooltip explaining the reason ) if there is already a scheduled colonization action for that planet. Previously players would still get blocked, but it took more steps to realize that you have already ordered a colonization ship.
- Added message for mission completion.
- Orders to construct megastructures will no longer be automatically canceled by issuing some other order. Player will need to explicitly click cancel orders button to avoid unintended cancellation and loss of progress.
- Fleets are now willing to fight further from the center of the system. Especially noticeable if fighting stationary targets at the edge of the system.
- Fleets that return to or are built at a Juggernaut or Arkship now automatically follow it.
- The Megastructures UI now shows the top 10 recommended systems for Arc Furnaces, Dyson Swarms, and Habitats when hovering over each megastructure type.
Bugfix
- Fixed an issue where pops could end up in "reprocessing" jobs forever.
- Certain leaders are no longer immune to the negative side effects of mutagenic spas.
- Fixed an issue where the Mindlink Metropolis district would appear in the wrong position on the capital planet screen after unlocking the Mind Meld perk.
- Habitat Mining Station designation was incorrectly scoring energy zones instead of mining zones.
- The Machine Uprising no longer requires the robots to outnumber organics 100:1 to have a slight chance of success. Disassembling or displacing Mechanical pops during the uprising now also has finer granularity.
- Space Fauna in the Vivarium no longer lose their species type or culling resources after maturing to a new life stage.
- Recently captured Space Fauna no longer revert growth or lose their ship design after a few months.
- Fixed some Leader Maximum Negative Traits modifiers being listed in places where they shouldn't.
- Imperial Heirs can now gain more relevant leaders traits they were prevented from getting before.
- Fixed Necrophage origin tooltip incorrectly stating 1.2K prepatent Pops instead of 2.4K for non-genocidal empires.
- The Adrift anomaly ship has been renamed from "Science Ship" to "Courier Ship".
- Vipra and the Behemothkin are now correctly replaced with spider-like portraits in Arachnophilia mode. (Even though the Behemothkin has four arms.) The Mindwarden intentionally is excluded because their armor is piloted by millions of spiders.
- We make Great Pets requires owning an alien zoo again
- Make selectables of different types not able to be selected together
- Monthly Loyalty Change breakdown tooltip displayed all modifier values at twice their actual value.
- Fixed all four hostile DSC aura types sharing the same stack ID, causing only one to be active at a time.
- Fixed the Surveyor attempting to apply incorrect deposits.
- The Ember Cruiser and the Ember Battleship now display the correct localized text strings in their descriptions
- The Necrophage origin tooltip display "prepatent" as intended and swap the wording of "Rulers" to "Elites"
- The Storm Chasers origins modifier no longer has a :: instead of : in its description
- Fixed colonisable planets sometimes generating with no energy generator districts.
- Fixed Volcanic worlds not having uncapped energy districts.
- Fixed Production Unit ringworld segment missing correct zones for fallen machine empires.
- Try to prevent systems spawned via mandatory_neighbors from spawning too close to other systems.
- Fixed precursor civilizations always appearing in the same region of the galaxy regardless of seed.
- Crises will no longer spawn starbases after purging a pop if there are hostiles in the system.
- Fixed fleet return orders being silently cancelled when the fleet was in orbit of a friendly starbase.
- if the Deep Space Citadel Design name is too long, it no longer overflows the button asset.
- Fixed some names containing certain characters (e.g. "ä") not being displayed.
- Thermophile Void Dwellers no longer start with food production
- The Create Resort World and Arcology Project decisions now correctly block each other even in the build queue.
- Fixed a logical discrepancy in planetary decisions on nanite worlds.
- The Symbiont Overdrive edict now unlocks correctly for Wilderness empires.
- The Confidence in Variance agenda correctly appears in Domination Traditions for Gestalt empires, and it has a finisher effect.
- The Biomorphosis Situation no longer mentions Genomic Research Facilities if you are a Wilderness empire.
- Next-tier unlock of Focus Tasks now requires 50% of your empire's available tasks, not 50% of all tasks
- Common Ground and Hegemony starting empires can no longer be homicidals
- Fixed an issue with the Rubricator system not spawning under certain circumstances
- Fixed Non-Aggression Pacts not having decreased Trust requirements if you have the Familiar Face civic.
- Uplifting can no longer uplift pops on uncolonized planets.
- Fixed AI not budgeting zro for starbase construction and upkeep.
- Fixed AI not budgeting dark matter for starbase construction and upkeep.
- Fixed AI not budgeting food for starbase upkeep.
- Fixed AI not budgeting exotic gases for non-orbital ring starbase buildings.
- Fixed AI not budgeting rare crystals for non-orbital ring starbase buildings.
- Fixed a background error where the "First Paragon Trait" timeline event kept trying to happen when the leader is a paragon
- Fixed empires with Biological Ships not getting access to G-slot defensive platforms
- You can no longer build dyson swarms around depositless stars
- Bio-ship empires now correctly receive bio-ship technologies during the crisis tech grant, instead of silently getting nothing.
- Retreating ships with long range weapons will no longer be able to escape the outer bounds of the system
- Fixed overlord expansion tithe being applied after the outpost influence cost cap.
- Fix mobile starbases' country modifiers not always being applied
- Fleet UI will no longer change header color when inspecting various types of ships if communications are not yet established.
- Fixed elites from providing double exotic gases from the gaseous fauna modifier.
- Updated bio-trophies not benefiting from some modifiers to social classes.
- The Fallen Empire demanding you to accept humiliation will no longer have a broken tooltip option.
- Fixed a possible crash on INF_ORIGIN_RED_GIANT_TRIANGULATION special project.
- Fixed fleets being unable to return to a mobile starbase while it is in FTL transit.
- Scripted localization error corrected in two Shroud-related events.
- Fixed issue where after quelling a rebellion, rebel systems further away from the player's territory were maintaining their independence.
- When reading saved outliner settings, incorrect entries in the "sort" arrays are now updated correctly.
- The Sentinel Auxiliary Fleet given to help you fight the scourge no longer contains multiple designs with empty slots
- Collateral damage from titanic weapons now correctly benefits from weapon type damage modifiers and properly attributes kills for scripted on-actions.
Balance
- Orbital Rings can now be dismantled.
- Abandon colony cost decreased from 200 to 50 influence.
- Planet designation bonuses have been noticeably increased across the board. (10% -> 15%, 5% -> 10%)
- Some key technologies related to Ascension Paths will now have higher chances to appear if you're on that Path.
- Added Interlink faction for Democratic Interlink cyborg pops
- Void Dweller empires can now be selected as Advanced Start empires.
- Updated Orbital Ring armor values.
- Merged the Titan Assembly Yards and Colossal Assembly Yards starbase buildings into a single Capital Assembly Yards building. Unlocks with any capital ship technology, costs 1250 alloys / 25 energy upkeep, and grants +2 Shipyard Capacity.
- All species trait slave_cost resources changed from energy to trade.
- Updated the spawning conditions for mining and research deposits in galaxy generation.
- Added a Fallen Empire Strength galaxy setup slider (0.25x to 5.0x); Fallen and Awakened Empire fleets now scale with it and with difficulty, gain rare titans and colossi, and Awakened Empire fleet count now reacts to the strongest empire in the galaxy.
- The Civil Exclusion agenda now also grants Slave Workforce as part of the finisher effect.
- The Black Hole Observatory has been replaced with the Stellar Observatory. This can be built in all star systems, but the output depends on the system star type.
- Branch office influence cost is now capped to 1000.
- The energy cost to establish a branch office has been converted to trade. This cost no longer scales with distance.
- Having Low Economic Intel on an Empire now gives you visibility on deposits in the empire's space.
- Intel on Systems no longer gives Intel on Colonies.
- The Expel Corporation War Goal now provides you with trade instead of energy for each branch office destroyed.
- Astrometeorology civics now give +50% Stellar Observatory output.
- Scientists can now obtain the Engineer trait.
- Commanders can now obtain the Roamer trait.
- The Roamer trait now provides +10% Sublight Speed as a base effect, +10% Survey Speed for Scientists, and +5 Evasion for Commanders.
- Grand Archives can now be built around non-habitable planets.
- Unity resource culling conversion value adjusted from 1 to 3
- Commander traits that grant resources when ships are killed (Material Liberator, Crusader, Shipbreaker, Plunderer) now have larger rewards and scale by the destroyed ship's used naval capacity instead of a flat per-kill amount.
UI
- Situation Log UI improvements, including categorization of entries and new interface looks
- Starbase module and building tooltips now show equipped component stats
- Ship details panel now shows full weapon and strike craft stats in component slot tooltips
- Expansion planner sort buttons now display district type names instead of resource names.
- Fixed too large leader tooltip hitbox in Paragon recruitment and conversation event windows.
- Build queue tooltips for Shipyards now show ship class icon and design name
- Megastructure UI overhaul and art pass
- Fixed misleading tooltip for outpost influence cost when it is capped.
- Hid leaders from Combat UI
- The Planet View UI now shows districts that are being built as part of the overview where the built, unused and blocker ones are to give a more accurate overview of the situation
- Inactive triggered Auras will now be hidden from the component tooltip of the shipview
- Rename and move some steps in the Empire Creation menu
- Add a scrollbar to Empire Creator's planet class description
- Transport fleets docked at a starbase without a docked ship upkeep modifier no longer show a "Ready to land troops" tooltip.
- "Research Projects in System" in right-click menu for construction ships is now shown if multiple construction ships are selected.
- Renamed "Civilian Ships" to "Utility Ships"
- Policy groups that have been unlocked but not yet initialized are no longer shown in the policies view.
- Tooltips can now update their text while locked in position.
- Removed the "Auto Track Log Entries" button from the event window (mods may re-enable it).
- Improved concept tooltips for starbase building and module unlocks.
AI
- AI now treats unity as a real production target across all three plan stages, research can scale 40% higher in advanced (2500 -> 3500 cap), and endgame alloys drop from a 2300 ceiling to 1300 so that the trillions-of-research endgame research numbers can actually outcompete alloys for build slots/pops.
- The AI now steers building construction toward building sets that match each planet's designation for tighter, better-specialized worlds.
- The "underdeveloped planet limit" that was supposed to prevent AI overextension is more effective. Instead of only applying in the first 15 years and then only against bad planets, it now softly discourages colonization of any world once the empire already has too many undeveloped colonies.
- Empires that are still small will now expand more aggressively, so they more reliably claim their homeworld's guaranteed habitables and nearby good worlds before settling into build-up mode.
- AI resettlement now moves pops from overpopulated worlds to underpopulated ones regardless of how those planets got that way, rather than only emptying out worlds with terrible habitability. New colonies should grow faster and veteran worlds should stagnate less.
- On well-developed planets (2500+ pops), the AI is now more likely to round out its rural districts so it unlocks the building slots they provide. It still won't waste slots on a district whose specialization zones aren't available yet, so early-game behavior is unchanged.
- Fixed an issue where optional subplans (like pop count and strategic resource targets) were still required to complete a plan, which stalled the AI on one economic tier for long periods; they now behave as true stretch goals
- Added a new intermediate economic plan between the basic and advanced tiers, so AI empires experience a smaller jump in expected income (energy, minerals, alloys, research, etc.) as they graduate out of the early game.
- Fixed a bug where the AI's consumer goods scaling production check looked at the food stockpile instead of the consumer goods stockpile, sometimes causing the AI to over-build or under-build CG production.
- The AI now proactively tears down and rebuilds urban zones that don't match a planet's designation - for example, a col_foundry world will swap out a generic zone_industrial for zone_foundry to double-specialize into its designation. Swaps apply a per-building penalty for each existing building that doesn't carry over through the new zone's included_building_sets, require a larger affinity margin when the slot is already specialized to prevent churn between near-equivalent candidates, and must clear a minimum-benefit floor so the construction cost is justified by the economic delta. Planets already rich in matched buildings stay put; planets with mismatched buildings restructure.
- Colony designation affinity (the ai_building_set_affinity on colony types) now biases AI zone selection in addition to building selection. A designation that prefers the "foundry" building set will now also weight foundry-themed zones more heavily during construction planning.
- Nanotech Worlds: Fixed AI empires getting stuck after converting planets to Nanotech Worlds. The AI now prioritizes nanolabs, nanotech cauldrons, and nanite transmuters on pc_nanotech colonies instead of leaving rural districts unspecialized.
- The AI will now reactively build storage boosting buildings when any tangible resource is above 90% capacity.
- Increased AI weights for taking Ascension Paths. Added Spiritualist and Materialist AI weight synergies for Psionic and Cybernetic Ascension.
- AI empires that have taken the Synthetic Evolution AP will now always be able to take tech_synthetic_workers (even if they don't normally use robots).
- AI empires are much more likely to take Ascension Perks and their associated Tradition Trees.
- The AI now sometimes uses buildings that provide a static number of jobs, like Alloy Foundries or Civilian Industries.
- The AI no longer rigs their Hydroponic Farms with explosives, ready to blow in the off chance that their economy starts doing too well.
- Reduced the fleet power upgrade threshold the AI requires before they will upgrade ships from +30% to +10%.
- AI will no longer want to build army types that fail the "allow" trigger on all colonies.
- AI can now build armies that cost resources other than minerals or food.
Stability
- Fixed OOS with merging species (playing with nascent species)
- Fixed OOS with country economy due to dependency missing in threaded code.
- link_to effect now supports null bypasses (as both the scope and target) instead of crashing.
- Fixed a crash when closing the game via Alt+F4 or the window close button while a save was in progress.
- Fixed a crash that could occur when hovering over event option tooltips generated by effects iterating large numbers of pop groups.
- Fixed an OOS happening on hotjoin when a situation has enough progress to go past the last stage.
- Fixed a crash that could occur when AI empires evaluated megastructure construction orders.
- CS_SPECIES_COUNT, CS_SPECIES_INDEX OOS when playing with nascent species
- CS_COUNTRY_RESOURCES OOS
- Fixed crash when using horizontalScrollbar in containerWindowType.
- Fixed crash on Mac in galaxy generation due to running out of stack when randomizing traits for species
Modding
- Added is_nomadic option for create_country.
- Added "rat" as an alias for research_all_technologies console command, which now works in addition to "rta".
- The demotion and promotion blocks in pop job script definitions have been removed.
- The intermediate unemployment job types and pop categories (ruler_unemployment, specialist_unemployment, worker_unemployment, complex_drone_unemployment, simple_drone_unemployment, slave_unemployment2) have been removed.
- The pop_unemployment_demotion_time_mult static modifier and pop_cat_X_unemployment_political_power family of modifiers (used in living standard definitions) have been removed.
- Nascent Stage presapient maturation is no longer handled via script demotion chains. It is now driven by the new forced_integration block on species traits. Set integration_rate (fraction of pops converted per month) and optionally minimum_colony_age (in months) on any species trait to gradually integrate pops into their parent species.
- Two new defines: AI_UNBUILT_DISTRICT_BOOST_POP_THRESHOLD (default 2500) and AI_UNBUILT_DISTRICT_BOOST_MULTIPLIER (default 2.0). The multiplier is applied to any districts that have 0 built when the planet meets the pop threshold, lacks that district type, and at least one of its specialization slots has a potential district specialization for the planet.
- A new ai_building_set_affinity = { = ... } block is now accepted on colony types - each entry multiplies the AI's build weight for buildings in the named building set when that designation is active.
- Defines AI_RESETTLE_FROM_LOW_HABITABILITY_THRESHOLD and AI_RESETTLE_TO_HIGH_HABITABILITY_THRESHOLD have been removed - they no longer drive behavior. The AI now only requires source pops ≥ 2× target pops, and rejects any target with habitability below AI_MIN_HABITABILITY_TO_COLONIZE.
- Two new defines in common/defines/00_defines.txt: AI_FEW_PLANETS_COLONIZATION_THRESHOLD (default 5) and AI_FEW_PLANETS_COLONIZATION_BOOST (default 0.25). When owned planets < threshold, colonization weight is multiplied by 1 + (threshold - owned) * boost.
- UNDERDEVELOPED_PLANET_LIMIT is now a soft weight penalty (limit / count multiplier) applied inside ColonizePlanets rather than a binary rejection in ShouldColonizePlanet, and no longer gated behind AI_BUDGETING_*_YEARS.
- The "optional" flag on an economic plan subplan now truly exempts it from plan fulfillment. Previously it only controlled the order in which the subplan was factored into the scaling-subplan loop, but the subplan's income/pops/naval_cap still counted toward graduation targets. If your mod relied on the old behavior to force pop or strategic-resource gates, change those subplans from optional = yes to omit the flag entirely, or add an equivalent requirement via a new non-optional subplan.
- New define AI_ZONE_SPECIALIZATION_AFFINITY_DELTA (default 0.5) in common/defines/00_defines.txt. This is the minimum affinity improvement a candidate zone must offer over the existing district specialization before the AI will propose a swap. Raising it makes the AI more reluctant to restructure existing zones; lowering it makes the AI more aggressive about perfecting specialization.
- Colony type ai_building_set_affinity entries now also apply to district specialization types. Any district specialization whose included_building_sets list includes a building set named in the colony's affinity table will receive the corresponding AI weight multiplier.
- Added the -logempirestats command-line flag. When set, Stellaris writes one TSV row per (month, empire) to logs/empire_stats_.tsv with columns Game Date, Empire, Plan, Economy, Military, Tech. Covers every playable empire (including the player) for the full session; dead empires keep a row per tick with blank metric cells.
- Added a resource_stockpile_percent = { resource = value >= } trigger. Only valid for resources that have caps.
- New define AI_ZONE_SWAP_BUILDING_LOSS_PENALTY (default 0.2) in common/defines/00_defines.txt. Each existing building in the slot that can't be carried over via included_building_sets subtracts this much from the candidate zone's effective affinity. With the 0.2 affinity delta default, a 1.5 -> 2.0 swap tolerates up to 2 displaced buildings but refuses at 3 or more. Raise to protect developed planets; lower to let the AI restructure more aggressively.
- New define AI_ZONE_SWAP_RATCHET_MULT (default 1.5) in common/defines/00_defines.txt. Multiplier applied to AI_ZONE_SPECIALIZATION_AFFINITY_DELTA when the slot is already occupied by a specialized zone (affinity > 1.0). First-time swaps from a baseline 1.0 zone use the normal delta; swaps that would displace an already-specialized zone need a larger margin. Prevents ratcheting between near-equivalent specialized candidates.
- New define AI_ZONE_SWAP_MIN_BUILD_WEIGHT (default 2.0) in common/defines/00_defines.txt. Minimum CalcBuildWeight a zone-swap proposal must reach before it's queued - any swap whose economic delta doesn't clear this floor is discarded even if the affinity delta would otherwise allow it. Prevents slot churn where multiple candidates cluster near the top and the AI keeps swapping for marginal improvements.
- Added `bottomless` flag for resource converters.
- Added `pop_group_can_join_factions` game rule. Pop groups are no longer hard coded to have happiness to join factions.
- The -incrementalsaves command line parameter will now save every 25 years instead of skipping some. This frequency can be changed by the INCREMENTAL_SAVE_FREQUENCY define.
- Added completion_message_type, completion_message_localization, and completion_message_days fields to scripted actions. When set, the engine automatically sends a notification to the acting player on action completion, with FLEET/MEGASTRUCTURE and TARGET_PLANET/TARGET_SYSTEM/TARGET_FLEET variables pre-populated.
- save_global_event_target_as supports exhibits.
- save_global_event_target_as logs an error if used in invalid scope.
- New on_leaving_system_fleet on_action that gets triggered when a fleet is leaving the system.
- no more errors in the error log about invalid scope when "any\_" or "count\_" triggers finds no matching elements. It used to evaluate the nested triggers using the parent scope and now it uses an empty version of the correct child object.
- Added error logging if failed to randomly place a system with minimum distance from other systems or if the minimum distance is 0.
- Added error logging to move_system corresponding to the logging in spawn_system.
- Added show_in_build_menu = yes|no (default yes) for megastructure types. When set to no, the megastructure is excluded from the Build Megastructure picker dialog and suppresses the picker button entirely if no other megastructures are available.
- Orbital deposit spawn eligibility unified under canonical can_have_* scripted triggers.
- Added force_show_diplomacy and force_show_espionage, letting you forcefully display a scoped country's respective tab through script.
- New `create_random_fleet` effect with weighted ship designs and optional min/max per entry; the previous deterministic effect of the same name has been renamed to `create_balanced_fleet`.
- Tradition Swaps now support "unlocks_agenda" as an optional field. If you don't have one entered, it will use the one from the base tradition (if any).
- Updated GetPlanetMoon to work for Habitats, Ringworlds, and Arkships
- Renamed system_colony script lists to system_planet_colony.
- Added `level_tooltip` to Starbase Levels, this displays as a custom tooltip appended to the Upgrade/Downgrade starbase tooltips.
- Added `is_orbital_ring = yes|no` to ship sizes, this determines if the Starbase Upgrade/Downgrade button title displays "Starbase" or "Orbital Ring"
- Added `show_in_outliner` parameter to situation type
- Fixed "calc = pop_happiness" in scaled_modifier not working.
- `num_claims_on_system = { target = FROM count >= 6 }
- Introduced a new define SYSTEM_BUILD_AREA_COLOR to control what color should be used to highlight eligible space when picking a spot to build certain megastructures.
- Add has_contract and has_contract_of_type triggers
- A fleet scripted action with planet scope and cooldown 0 will now be ordered for the whole system when used from galaxy map
- Replaced defines BRANCH_OFFICE_COST_INCREASE_MIN_RANGE and BRANCH_OFFICE_COST_INCREASE_SCALE with BRANCH_OFFICE_INFLUENCE_COST_BASE, BRANCH_OFFICE_INFLUENCE_COST_INCREASE_SCALE and BRANCH_OFFICE_INFLUENCE_MAX_COST.
- Added country_branch_office_influence_cost_mult modifier.
- Add carries_colony requirement to special projects
- new carrier_is_type trigger
- Add script list effects and triggers for owned_mission and issued_mission
- Add issuer event targets from mission scope
- inherits_capped_modifiers_from has been removed from the game. It is replaced by shared_capacity_modifier which is now a pool that all districts on the planet share their capacity from. Allowing for new modding possibilities
- Add show_in_issue_list parameter to mission category
- has_cloaking_detection works on starbase scope now
- Add click_to_act_key field to scripted actions, displayed when they are clickable. If not written, a generic click text will try to get generated, based on scope
- Add has_mission_flag trigger to mission scope
- Add is_contract_type trigger to mission scope
- Allow add_mission_counter to be used directly in a mission scope
- Added on_megastructure_build_start on action.
- Trigger has_cloaking_detection now takes modifiers into account
- Megastructures can't have build and dismantle times \<= 0
- Add ship_size_damage_factor modifier
- Add triggered_requirement field to special projects
- Add is_nomadic government restriction
- Add is_nomadic country trigger
- Allow ship and fleet scope in set_graphical_culture effect
- Hooked on_actions for encampment and packing up from code
- Replaced is_moving trigger by is_system_locked
- New on_action on_system_locked_ship_killed fired when an encamped ship is killed
- Add can_access_decisions rule to show or hide the Decisions button
- Add time_to_accept and time_to_complete to missions
- Added custom_class_text_color as a hero ship parameter to determine which color highlight to use for the ship class on the fleet UI.
- Add create_sector effect for orphan colonies
- Added planet_artificial_max_districts_add which increases the district cap on colonies for which the planet class has is_artificial_planet = yes
- Add galaxy_radius trigger
- Removed on_fail effect for missions, on_cancel effect is now run when a mission is ended early, no matter the reason.
- `damage_ship` now supports passing the attacker country
- Added steal_planet_output effect
- Added potential trigger for situation types
- Planet decisions now support `important=yes` setting. Important decisions will appear at the top of the list and be be highlighted.
- Replaced has_authority = auth_corporate with is_megacorp = yes
- Deposits' potential, resources, and drop_weight now support astral rift scope.
- Updated deposits documentation.
- Replaced right_horizontal_slider with bottom_horizontal_slider, which correctly uses a horizontal button.
- Starbase scope now supports "ship" to scope to the station ship.
- scripted actions now support more on_actions along their process
- Updated `potential` and `possible` triggers for megastructures to include the constructing fleet or upgrading megastructure as a scope.
- Created a resource converters database used to handle stockpile alternate paying methods for a country
- Created `set_resource_converter` effect to set a country's resource converter
- Added construction_capabilities to ship size.
- Added error logging for unsupported values of "station" in deposit types.
- Removed obsolete game rule can_build_military_station_around.
- Megastructure definitions now support three new optional fields: tooltip_best_systems_header (loc key for the section header), tooltip_system_score (used to rank systems), and tooltip_system_filter (trigger block to exclude ineligible systems). Set tooltip_show_star_resources = yes instead of tooltip_system_score to display the star's actual resource output as the ranking metric. The number of systems shown is controlled by the MEGASTRUCTURE_TOOLTIP_BEST_SYSTEMS_COUNT define (default 10).
- Added the `override_trade_restriction` resource-converter flag. When set to `yes` on a resource in a country's resource converter, that country can buy and sell the resource on the market regardless of income or galactic market access (the income/galactic-market gate is skipped, but `tradable_in_market` is still respected).
- Ethics now support `triggered_country_modifier` blocks for conditionally applied country modifiers.
- New weapon_component_template fields collateral_damage and collateral_range for AoE damage to nearby hostile ships on hit, inheriting the weapon's penetration and damage type modifiers.
- New weapon_component_template fields chain_damage, chain_range and chain_count for arc/bouncing damage that randomly selects a hostile ship within range of each previous bounce target.
- New attacker_ship parameter on the damage_ship scripted effect for full on-action scope attribution when the damage source is a known ship.
Known Issues
- The galaxy is vast and full of riches. Space based deposits are more common than intended (almost every object in the galaxy has something on it!) but it’s pretty cool so this is probably going to turn into a galaxy generation slider.
- Occasionally Waystations with Cloaking devices suddenly believe themselves to be unable to cloak. Saving and reloading the game or upgrading the Waystation seems to fix this issue when it occurs.
- “The Eternal Chorus” nomad contract automatically cancels itself when taken.
- If you are at war and have Evasive civilian ships following your Arkship, and you enter a system with hostile enemies, the Arkship will stop and wait (forever) for the civilian ships that are too cowardly to enter the system to follow it in.
- The modifier name for effects from Operational Reserves doesn’t show up correctly in some tooltips, so your Workforce may show unnamed bonuses like “+20%”
- Some Shroud Accords or Auras grant benefits to planets or defense platforms - these are not useful to Nomadic Empires and should change.
- Some combinations of ethics in the Forever Cruise can leave you starting the game with extreme deficits (as your crew go to work jobs from the ethics-based buildings instead of worker tier jobs), and we plan on making some adjustments to the situation speed. (Currently we feel that it is progressing to the extremes too quickly.)
4.3.7 (2026-05-11)
4.3.7 ‘Cetus’ Release Notes
Modding
- The DLC ownership check has been made backward compatible for any mod that still includes them.
4.3.6 (2026-05-11)
4.3.6 ‘Cetus’ Release Notes
Feature
- The Utopia, Synthetic Dawn, Humanoids Species Pack, and most elements of the Galaxy Edition Upgrade have been rolled into the base game.
- Utopia contains:
- Megastructures, Habitats, Ascension Perks, Indoctrination, Advanced Slavery, Hive Mind empires, Fanatic Purifiers, and more.
- Synthetic Dawn contains:
- Machine Intelligence empires, Machine Rebellions, Machine Fallen Empire, 7 machine portraits, and more.
- Humanoids contains:
- 10 humanoid portraits, the Master Artificers, Pleasure Seekers, and Pompous Purists civics, the Clone Army origin, the humanoid shipset, and more.
- A Behemothkin portrait has been added to Reptilians if you are logged in with a Paradox Account.
- Added a Portrait Substitution option in Accessibility settings.
- When Arachnophobia Mode is enabled, spider-like portraits are replaced with alternative artwork on your client only, with no effect on other players in multiplayer.
- Arachnophilia Mode does the opposite, replacing non-spiders with spider-like portraits.
Bugfix
- Leaders can no longer become too old to die.
- Corrected Vipra the Vapor’s greeting audio
Performance
- Players with systems capable of exceptionally high framerates can now override the default 90 FPS render cycle cap by adding refreshCap=144 (or other values) to their settings.txt. The first time you launch Stellaris after this change, it will add refreshCap=90 if it's not present. The refresh rate will still floor at 30 and cap at your monitor's refresh rate. Note that increasing this value will leave less time for the simulation loop in favor of the rendering loop, and thus may negatively affect overall performance.
Stability
- Fix to a CS_SPECIES_COUNT, CS_SPECIES_INDEX OOS when playing with nascent species
- Fix to a CS_COUNTRY_RESOURCES OOS
Modding
- We've simplified how "very old age" is handled in code - the define is now a fixed point that makes you more likely to die if you are over 120% of your species' lifespan. As we've changed this from 100 to 1.2, you'll want to update any mods that changed this value.
- The Portrait Substitutions spinner in Accessibility will load all files in the game\gfx\portraits\portraits\substitutions folder when the game starts and add them to the spinner options. See the Arachnophobia and Arachnophilia options we have provided for the process to add your own Portrait Substitutions.
4.3.5 (2026-04-29)
4.3.5 ‘Cetus’ Release Notes
Feature
- Added Stellaris: Season 10 Unlock Portrait: Vipra the Vapor. It can be found under Necroids if you purchase Stellaris: Season 10.
Improvement
- Added a new feature to the Seddom system.
Bugfix
- MSI no longer start with buildings they can't pay the upkeep for.
- "Offworld Prospectors" jobs (Galvanic Synthesis civic) do not produce negative alloys anymore while the "Centrifugal Siphoning" edict is active
- Cybernetic governors in Machine empires now correctly boost Pop Assembly rate rather than workforce efficiency.
- Robotic leaders in Driven Assimilator empires no longer lose the Cyborg trait after being modified.
- Driven Assimilators who complete the Cybernetics tradition tree unusually quickly no longer permanently miss the "Advanced Assimilators" government choice event.
- Volcanic World districts no longer disappear when terraforming to a Machine World or Hive World.
- Machine Worlds can now be assigned a Trade Colony designation for individual Machine empires, and colony automation correctly handles trade districts and specializations on such worlds.
- The Virtuality tradition's bonus jobs now correctly scale per district rather than applying a flat bonus per planet.
- The Modularity tradition's soldier stability bonus now correctly provides +0.25 stability per 100 soldiers rather than a flat +5.
- The Lathe Cogitator building no longer provides its bonuses when deactivated.
- The Adaptability tradition finisher tooltip now correctly states its bonus applies to all colony types, not just regular planets.
- Tankbound empires with the Void Dwellers origin now correctly receive reduced starting pops and properly converted habitat districts.
- The Machine Fallen Empire's Administration Hub II now correctly provides 1200 unity jobs instead of 600.
- The Living Metal deficit tooltip now correctly states that a shortage reduces Job Output by -30%.
- The Evolutionary Predator hive authority’s reduction to empire size per species trait now functions as expected.
- The Grand Archive event that culls pops now correctly removes 20% of the affected pop group rather than a flat 20 pops.
- The Open Shroud Rift planetary decision can no longer be exploited by queueing it and then terraforming the planet to bypass its planet type restrictions.
Stability
- Fix to an OOS (CS_COUNTRY_AI).
- Fix to an OOS (COUNTRY_RESOURCES).
- Fixes an OOS caused by the strategic war data being calculated differently on the host and on the clients.
4.3.4 (2026-04-16)
4.3.4 ‘Cetus’ Release Notes
Balance
- Added a cap of 10 years (in defines) for how long a fleet can go MIA. (Exceptions: Phased or Eaten fleets, and those exploring Astral Rifts.)
- Disruptor weapons now also reduce Regeneration Effectiveness on hit for 10 days.
- T1: -20% Shield, -10% Armor/Hull Regen.
- T2: -35% Shield, -20% Armor/Hull Regen.
- T3: -50% Shield, -30% Armor/Hull Regen.
- Psionic: -35% Shield Regen, -20% Fire Rate, but remains on the anti-fire-rate channel so will stack with other disruptors.
- Increased Exotic Gas production of Advanced Bio-Reactor to 0.1 from 0.05.
- Increased Ministry of Production and Production Center Alloy and Consumer Goods bonus to 0.2 from 0.1.
- Faculty of Archaeostudies:
- Biologists on a Relic World now produce +0.25 Minor Artifacts (was +0.1).
- Archaeo-Engineering AP now increases Biologist Minor Artifact Production by +0.15 (was +0.05).
- Increased Minor Artifact storage cap to 2000 (was 1000) and the Archaeo-Engineering bonus to 3000 (was 2000).
- Reduced Building Upkeep to 8 Energy from 10 Energy.
- Corrected tooltip that has been very wrong for a very long time.
- Astral Siphon:
- Increased Astral Siphon thread production to +0.2, +0.35, and +0.50 (was +0.1, +0.2, +0.3).
- Reduced Astral Siphon Physics bonus to +0.2, +0.35, and +0.50 (was +0.25/+0.5/+0.75).
- Reduced additional upkeep to +1/+1.5/+2 CG or +2/+3/+4 E/M for Gestalts. (Was +1/+2/+4, +2/+4/+8, and +2.5/+5/+10).
- Increased thread storage to +200, +400, +600 (was +100, +200, +300).
- Reduced the fleet power of Voidworms to be more accurate to their capabilities. (Especially if you use Point Defense against them.)
- High tier habitat capitals can now gain +1 habitat district per major body. Corrected tooltips.
Bugfix
- Fixed Mutagenic Habitability being capped at lower threshold than stated.
- Fixed an issue in the create_random_fleet and create_fleet_from_naval_cap effects that didn't recognize that ships are much bigger than they used to be, so was typically creating fleets five times the size it was supposed to.
- This will primarily impact the GDF reinforcement fleet, Revolts, Machine Uprisings, and Civil Wars, Habinte, and a Zevox ending.
- The Doom of the Eater fleet has been increased to compensate for this change - plus a little extra on top.
- Fixed the "Volcanic Forge" technology from "Planet Forgers" not appearing for certain origins.
- Adjusted the name of the "Conduit" ship class in the German translation.
- Purges like the Prethoryn, Sentinels, and others now really only occur while they are left alone on the planet. ALL purges now pause any time there is a ground battle for the planet going on. (This includes normal purges, though collateral damage may still kill pops.)
- Updated Mechanocalibrator, Terraforming Mutants, Mutant Horrors, and Titanic Guardian events to clean up properly as well.
- Corrected a logical error where if an empire was bad at purging, they’d be able to slow the decline of pops by setting them as Undesirable.
- Updated Luminary tooltip to reflect their improved lifespan.
- Scourge Missiles were missed in the initial pass that kept torpedoes and similar weapons from dealing 5x intended damage. Your behemoths are now slightly safer.
- Oppressive Autocracies can now build medical centers.
- Reminder: Only Elite stratum jobs generate amenities in Oppressive Autocracies and Medical Workers & Genomic Researchers are Specialists.
- Fixed Necrophage+Planet Forgers pre-FTL worlds becoming volcanic at game start.
- Fixed Necrophage+Planet Forgers not getting Volcanic Forge as guaranteed research.
- Fixed Ministry of Acquisition tooltip showing blank consumer goods job name.
- Fixed star_eater_cap displaying as raw LOC key instead of ship name.
- Fixed Offworld Foundry job localization tooltip.
- Corrected Ion Cannon collateral damage. (Should be 100, was 20).
- Storm Chasers should have an increased chance to draw Storm techs, not decreased.
- Fixed tooltips for the Esteemed Quartermaster.
- Sanctuary of Toil tooltip numbers are no longer truncated.
- Increased the width of the Naval Capacity entry on the top bar so the entry in Chinese isn't truncated once you reach XXXX / YYYY Naval Capacity.
- Fixed a logical error that made the Prethoryn Scourge have more fleets on lower difficulties than higher ones.
- Updated Gravity Storms to have a reduced damage penalty based on ship size, since ships are on average 5x larger than they used to be.
AI
- Updated AI alloy and food budgets to better handle new Starbase costs.
- Adjusted AI food budget so bio-ship empires will rebuild their fleets if they recently lost a war.
- Adjusted AI influence budgets so they'll be less prone to immediately allocate their entire influence stockpile to changing vassalization contract terms if they become an Overlord.
Stability
- Fixes an OOS when a hotjoiner is accepted during a hotjoin, after the "start" button had become active in the hotjoin status window.
- Fixed an OOS when a player leaves and rejoins.
- Fixed an OOS related to Spy Networks.
- Fixed an OOS at start when players don't have the same DLC as the host, and someone choses a random empire.
- Fixed issue with particle system crashing due to invalid scripting or very low frame time.
- Fixed issues with fleet move vector distances sometimes end up "freezing" the game.
4.3.3 (2026-03-31)
4.3.3 ‘Cetus’ Release Notes
Improvement
- Added Naval Capacity and Command Limit sliders to Advanced Galaxy Settings.
- These range from x0.5 to x5.0 and are multiplicative with all other modifiers in the game. (Warning: Increasing Naval Capacity will have late-game performance and balance implications. Changing Command Limit will have balance implications.)
- The Naval Capacity slider does not change the Naval Capacity hard cap of 9999 or Command Limit hard cap of 1000.
Balance
- Increased the bonus on a number of buildings that provided 5% efficiency bonuses to 10%.
- Affected Buildings: Slave Processing Facility, Orbital Slave Processing Hub, Administrative Complex and its many variants, Data-Driven Theorem Facility, Distributed Design Center, and Metallurgical Research Lab.
- The Cyborg version of Learning Algorithm now grants +1 effective leader skill level instead of +1 councilor level.
- Vaults of Knowledge now grants +1 leader trait pick. The Memory Vaults building no longer provides unity, but instead grants +1% Monthly Unity per Destiny trait. Its energy upkeep now also scales with Destiny traits.
- Planned Polymorphism bonus has been reduced from 15 to 10%.
- Soldiers, Battle Thralls, and Warrior Drones now provide the same Naval Cap (4) for the same upkeep (1 alloy).
- The Thrall World modifier now also reduces Alloy Upkeep of Soldier Jobs (i.e. Battle Thralls) by 25%.
- The Lavafalls planetary modifier now provides 0.2 alloys per 100 thermoforger instead of 0.02.
- The Evaluator job has been added to the list of Influential Jobs.
- Increased the Lifespan bonus from the Luminary trait from Under One Rule from +40 to +60, so they are more likely to survive to Ascension.
- Weakened Voidworms on Civilian and Cadet difficulty.
- Empire-designed Space Fauna defensive components are now scaled to be 80% of Bio-ship components.
- Space Fauna Crystalline Plating now also includes the damage reduction effect. Increased their hull modifiers to match the standard variants. The Space Fauna XL variant gives even more of both.
- These are massive buffs and may require additional balancing if we overshot the mark, considering Space Fauna gain additional bonuses from rarity.
- Removed some mutations from Frenzied Voidworms (on all difficulties) due to these changes.
Bugfix
- Planetary Automation should now reliably work. (If it's not doing anything, it's often due to the Prevent Deficit Construction setting.)
- Automation will once again build districts, and will build buildings or districts that do not directly add jobs (like Mineral Processing Plants or City Districts) if they are in the build list for that type of colony.
- Reduced the number of civilians necessary to trigger Automation checks to 50.
- Starbases no longer receive double armor nor propagate their armor to all of their defense platforms.
- WARNING: By fixing this bug, some of your Starbases may be much weaker than they were before! Be prepared to fortify the border!
- Fixed a bug that was preventing exceeding your Naval Capacity from applying the penalty to ship upkeep.
- Fixed housing reduction from virtual trait not applying to individualist machines.
- Fixes the soundtrack CSV metadata for the Original Game Soundtrack and standardizes file naming across mp3/flac formats. The CSV had incorrect track ordering, wrong track names, and missing qualifiers for bonus/alternate takes. File naming was inconsistent between formats and across discs.
- Fixed Imperious Architecture not providing bonus to the Reassembled Ship Shelters or the Hive Capital Buildings
- Fixed an issue where the AI would lock itself into buildings two fortresses over and over
- Fixed an inverted trigger on the Telepathy technology
- Adjusted the trigger for the Extradimensional Experimentation planetary decision so it cannot be enacted if you're missing a Data Driven Theorem Facility
- Fixed the logic for Artisan stations being destroyed. They will no longer claim to be destroyed forever when they still have stations around.
- The Specialist Training tradition now properly works for Gestalt empires
- The Take Point tooltip now properly explains that it is only active during wars
- Updated the pop buying Numistic Order event to 4.0 pop numbers
- The White Hell anomaly will now properly add a physics deposit.
- Fixed the modifiers from the Psionic Disease event. They now grant Medical Worker bonus workforce.
- The Synaptic Lathe no longer turns into a broken planet after being destroyed by a Star Eater
- The Ragged Flags planetary modifier from the pre-ftl plague situation now has a duration and will eventually expire
- Fire cult modifier now has localization instead of an empty string
- Fixed the planet killer component "Planet Smelter" (Infernals DLC) not having a cooldown or charging-time
- Removed tech_federat\342\200\216ion_code.dds from the game, filesystems not supporting UTF8 has some issues with it (should not be there either)
- Fixed cases of the Cyborg trait not being added to Driven Assimilator rulers
- Fixed Tier 6 Battleship reactor having incorrect resource costs
- Fixed AI empires being unable to build Bioships due to missing shipyard starbase type condition
- Updated the tooltip of the Ministry of Culture selling event to 4.0 standard
- Fixed the Thought Pre-emption edict increasing job upkeep instead of reducing it
- Fixed Aerospace Adaptation upkeep modifiers not being correctly applied and removed via the Biogenesis event chain
- Fixed Missing localization when manually using Hyper Relays
- Fixed Terraforming for Gestalt AI initiating concurrent hive/machine worlds terraformings leading to economic struggles
- Fixed Permanent Employment civic producing zombie pops stuck as Specialists or Elites with no valid job
- Fixed incorrect conversion percentages displayed in Trade Policy tooltips for Consumer Benefits, Marketplace of Ideas, Trade League, Holy Covenant, and Mutual Aid
- Augmentation Bazaar and Corporate Vampires are now mutually exclusive
- Fixed Sentinels or Prethoryn Scourge-occupied planets retaining their purge type permanently after the Scourge is defeated.
- Adjusted AI Unity budgets so they won't always hold a third of their Unity in reserve just in case they get a Shroud blocker.
- Guardian Matrix now also receives the Colony Empire Size penalty reduction all other Sovereign Guardian civics got in 4.3.2.
- Crime Automation now increases jobs 10 at a time (or reduces them 1 at a time) to hit the "sweet spot" faster to better avoid crime events.
- Tier 0 shields no longer grant an army bonus. That's only intended for techs you actually research.
- Sapient, Autonomous, and Precognitive Siege Computers now both have +80% Damage vs. Starbases and Bombardment Damage. (Precognitive Siege Computers retain their Tracking bonus, the other two retain their Evasion bonus.)
- Non-Gestalts on Shattered Rings now have access to the Generator World colony designation
- Fixed starbase hull/armor regeneration bonus applying incorrectly.
- Resolved an issue causing nested tooltips not to stick
- Voidworms will now eventually stop bombarding a planet. Previously, if they could not find a good route home, they’d abort that order, see this delicious planet right next to them, and go for another round.
- Voidworms will use Experimental Subspace Navigation to get home if absolutely necessary.
AI
- Fixed the AI's tendency to send fleets into much stronger forces.
- Edited AI economic plans and budgets to work better with the 4.3 ruleset.
- Improved AI weighting and decision-making around Urban Districts.
- AI now realizes that Wilderness Harmonic Cores and Singing Cliffs produce Unity, Moltguts produce Alloys, and Threadways produce Trade.
- The AI will no longer infinitely build three Strongholds on a planet, only to immediately destroy them and start building them again.
- Fixed an issue where ships using the Swarm or Siege combat computers would repeatedly break off their attack runs and return to fleet formation when engaging enemies with significantly longer weapon ranges. Swarm and Siege ships now correctly pursue and maintain close-range combat even when the enemy fleet is maneuvering at long range.
- Ships actively engaged with an enemy vessel no longer disengage simply because the enemy fleet flagship has repositioned during the fight. A ship will now only break off its attack if it has drifted far from the specific target it is engaging, rather than reacting to unrelated fleet-level movement elsewhere in the battle.
Stability
- Fixed more rare threading issue with modifier names using wrong memory model for synchronization in threaded context.
- Fixed an OOS between win and non-win machine when using a picket computer during a fight
- Fixed division by zero in particle system propagating NaN down the system and then exploded in CTD
- Fixed faulty logging of invalid/corrupted assets causing stack error resulting in CTD.
4.3.2 (2026-03-24)
4.3.2 Patch
Improvement
- Fleets are now willing to fight further from the center of the system. Especially noticeable if fighting stationary targets at the edge of the system.
Balance
- The Grand Fleet achievement now needs 500 fleet size instead of 120.
- Halved the Empire Size penalty from colonies for Wilderness.
- Reduced the Empire Size penalty from colonies for Sovereign Guardianship civics by 25%.
- Ritualistic Implants now also give a bonus to Artisan Job Efficiency.
- You no longer get a popup offering the Galactic Archivism technology the first time you acquire a specimen. Instead, the technology has an increased weight based on the number of specimens you have acquired, as well as if you have a deal with the Curators active.
Bugfix
- The Aberrant Dimensional Portal glows with an orange light.
- The Vehement Dimensional Portal glows with a green light.
- Renamed the Infernal species to Thermophile while in game.
- Fixes bug when AI generates space fauna designs that doesn't have weapon components.
- Reordered the music tracks in the original soundtrack.
- Fixes the BioGenesis achievements not being obtainable on MS Store.
- Machine, Lithoid, and Infernal empires that use Bioships now allocate their food budgets for colonization correctly.
- Realigned images of research building variants.
Stability and Performance
- Fixed wrong stride used in particle system leading to overwrite of data that sometimes also crashes the game.
- Fixed CTD in diplomatic relation distance to border calculation not accounting for invalid relations in a safe way.
Modding
- Spinner UI element do now have a null object to avoid crashing if not found.
- OverlappingElementsBox UI element do now have a null object to avoid crashing if not found.
- ListBox UI element do now have a null object to avoid crashing if not found.
- Fixed issue with SmoothListBox UI element not using null object properly and thus may crash.
4.3.1 (2026-03-19)
4.3.1 Hotfix
Improvement
- The Resume button on the launcher will no longer load incompatible saves, potentially ruining them. It will instead send you to the Main Menu.
- Updated save compatibility to show the incompatible save icon for all pre-4.3 save games.
Bugfix
- Avian portrait granted by Paradox Account log in has returned.
Stability and Performance
- Fixed corruption in modifier name generation that sometimes caused CTD when generating OOS logs.
4.3.0 (2026-03-17)
4.3.0 ‘Cetus’ Release Notes
The 4.3.0 'Cetus' update focuses on economic balance and performance. Significant changes have been made to the economy to rebalance it at a generally lower power level, with fewer bonuses or modifiers that stack non-linearly to extreme levels. Some traits, buildings, or district specializations may have changed or even been removed. Certain challenges that have been trivialized over the years may be much stronger, especially roaming space fauna, crises, and fallen empires.
Navies have received major changes intended to reduce their total ship counts, making each ship individually more valuable and, we feel, more interesting. Ship defenses have been improved (especially for larger hulls), so combats may last longer than before. Be aware that the Perdition Beams on Titans now deal collateral damage to nearby ships!
Behind the scenes the Custodian programmers focused heavily on performance and stability. You should find the game significantly faster and more stable from the very start until the end-game.
Thank you for playing Stellaris!
(And additional thanks to the many players that helped us and provided feedback during the 'Cetus' Open Beta!)
Improvement
- Added the possibility to hotjoin while other players are hotjoining.
- Added Refugee Attraction mechanics:
- Refactored how Refugees are calculated, they are now more likely to flee to countries ruled by their own species if available and they will pick planets in a smarter manner.
- Added Refugee Attraction, now Civics like Free Haven will make more refugees show up, while allowing Slavery will reduce the likelihood that people will seek refuge in your empire.
- After a review of Unemployment mechanics, we felt that they did not add significantly to the game.
- All unemployed pops now demote to Civilian (or Maintenance Drone, as appropriate) at the end of the month.
- Removed the "Rising Unemployment" event chain.
- Living Standards have been adjusted.
- All living standards now include information for Slaves, just in case you find some way to get them unusual and unexpected standards like Utopian Abundance.
- Happiness penalties on lower living standards now apply to Civilians.
- Removed Demotion Time bonuses as they’re no longer relevant.
- Resettlement costs are now the same across all strata. (Since demotion is now immediate at the end of the month, this prevents an undesired element of micromanagement where you would want to fire any pops you wanted to resettle.)
- Improved grammar for French, German, and Spanish translations of empire names for certain randomized empires.
- Reverted the materialist empire being forced to use Cybernetic portraits if you own The Machine Age
- Renamed Mercantile and Unyielding traditions to Commerce and Fortification to match the naming structure of all other traditions.
- Job automation is now moved from district to planet. This means that “Technician Automation” will apply to all technician jobs on a planet instead of only jobs granted from the Generator District.
- Field Modulation, Eco Simulation, and Geothermal Fracking technologies are now marked as Gateway technologies for Rural District Specialization.
- Improvement "Scorched World Heralds" civics now mention that diplomacy with other Thermophiles is possible
- Option text for Rogue Servitors discovering alien life is tonally appropriate
- First Robot timeline event blocked for machine species
- When multiple End Game Crises are active in galaxy settings, End Game Crises are now allowed to spawn 25 years after another crisis has spawned instead of being blocked while there is an active crisis.
- Improved grammar for French, German, and Spanish translations of empire names for certain randomized empires.
Balance
- Ship and Fleet Rebalancing:
- Ship Naval Capacity usage has changed significantly.
- Corvettes: 5
- Frigates: 8
- Destroyers: 10
- Cruisers: 20
- Battleships: 40
- Titans and Bio-Titans: 80
- Juggernauts and Colossi: 100
- Maulers: 4/6/8
- Weavers: 8/12/16
- Harbingers: 16/24/32
- Stingers: 32/48/64
- Most ships (including Space Fauna and Event Ships) in general have 5x the Naval Capacity usage they used to.
- Nanite Swarmers are size 1
- Increased base and modified Vivarium capacity to work with new numbers
- Galactic Nemesis Marauding ships have 20% less naval capacity usage than their size would normally require. (Corvettes: 4, Destroyers: 8, Cruisers: 16)
- Increased base Naval Capacity to 50.
- Rebalanced Naval Capacity techs
- Titan class weapons now deal area-of-effect damage if they successfully hit their target:
- Perdition Beams now deal damage to enemy ships within a certain range of the target.
- Ion Cannons deal less Collateral Damage (at a shorter range) than Titan Perdition Beams.
- Added Ion Cannon Collateral Damage to Starfire Cannons.
- Armor and Shields have been rebalanced, and now higher tiers also add a small amount of Armor or Shield Hardening as appropriate.
- These grant (tier - 1)% Armor or Shield Hardening
- Higher tier Ship and Component costs and upkeep have generally been increased.
- Increased the costs to build larger and higher tier ship sections and ship components. This includes the Fallen Empire ships from Cosmogenesis.
- Crystal Hull plating now also grants flat damage reduction.
- Crystal-Infused Plating:
- S: 50 Hull, -1 Damage
- M: 150 Hull, -2 Damage
- L: 450 Hull, -3 Damage
- Crystal-Forged Plating:
- S: 100 Hull, -2 Damage
- M: 300 Hull, -3 Damage
- L: 900 Hull, -4 Damage
- Increased the power usage of Torpedoes and Energy Torpedoes on standard ships
- Frigates are now faster and sturdier, moving at Destroyer speed instead of Cruiser, have +1 Utility and Aux Slot, and use Destroyer sized reactors
- Base Hull for ships have been adjusted.
- The multiplicative damage bonus Torpedoes and Torpedo-like weapons gain has been reduced to 20% of their former values because ship sizes are 5x larger. (Effectively no change.) The maximum bonus has been increased.
- Increased Federation and GDF fleet sizes to match new systems.
- Increased bonus from Galactic Mobilization to match new systems.
- Added nanite upkeep for nanotech ships.
- Space Fauna now have 10% Armor and Shield Hardening per rarity tier for each tier above Common
- Crisis Changes:
- Reduced the power of the Prethoryn, Contingency, Extradimensionals, Great Khan, Diadochi, Tempest, and Dessanu fleets by approximately a third.
- Reduced the power of Awakened Fallen Empires and Cetana's fleets by roughly half.
- Reduced difficulty based scaling on the Grey Tempest and Khan. Roaming Tempest fleets may not always have a Mothership on lower difficulties. (Garrison fleets are unchanged.)
- Note that since player power has decreased by a larger percentage, this will make these Crises a much greater challenge than pre-4.3.
- Increased many sources of Command Limit and Naval Capacity.
- Galactic Force Projection, War Games (Supremacy Traditions), and Better Glandular Stimulation (Behemoth Fury Crisis Perk) now grant Command Limit multipliers instead of flat values.
- Reduced the minimum fleet power necessary to trigger the fight with the ambushing Cutholoid to 600. It'll be a tough fight and you'll probably lose some ships, but usually win.
- Torpedo Combat Computers (and Bio Combat Computers or Fauna Neurochips) have been renamed to Siege Combat Computers, and also add +50% / +65% / +80% / +100% damage vs. Starbases and Bombardment Damage.
- No bioships use Siege Combat Computers, as Mauler mandibles already do a fine job of eating Starbases.
- The Dimensional Fleet Astral Action has been adjusted to the reduced general fleet sizes.
- Summons a number of Escorts equal to the number of Astral Rifts you have explored, and Cruisers equal to half that number, rounded down.
- Bubbles (and misnamed variants) no longer uses up Naval Capacity.
- Anchorages now give +5 Naval Capacity, +3 with a Naval Logistics Office.
- Anchorages now have Trade Upkeep equal to the Naval Capacity they are providing.
- Soldiers are now Specialist (or Complex Drone) jobs with 1 Alloy upkeep.
- Adjusted costs of Starbase, Orbital Ring, Deep Space Citadel, and Defense Platforms.
- Economic Rebalancing:
- Many sources of Unity production have been reduced.
- Increased base Unity production of empires from 5 to 10.
- Many traits that reduced Housing usage have been rebalanced.
- Colony Designations now universally add Job Efficiency to their appropriate Jobs.
- Planetary Ascension now increases the Designation effect by 10% per tier instead of 25%.
- Many sources of Empire Size modifiers have been reduced.
- The base amount of Empire Size generated by pops has been halved.
- Especially things that reduce Empire Size from Pops down to 0.
- The base amount of Empire Size generated by colonies has been increased to 20.
- Effects and modifiers that granted jobs per pop have been replaced with static job numbers.
- Reduced most job-based sources of research, but also reduced tech costs by half. This indirectly improves space-based deposits.
- Slightly improved mineral deposits on Asteroids and energy deposits of many stars.
- Many buildings and modifiers that increased job output have been reduced.
- Most stability bonuses have been reduced to one half to one third of their previous values.
- The intention of this change is to make Stability generally more important and harder to pin at 100, and make things like +1 or +2 Stability effects more valuable.
- Most job efficiency modifiers have been reduced.
- Some production modifiers have been turned into job efficiency modifiers.
- Ascension situations now progress slower.
- Exception: Endbringers. Tick-tock.
- More strategic resource production has been moved to the strategic resource producing district specializations. Significantly reduced the amount given for free by the strategic resource deposits without the specialization.
- Special planetary deposits are now 4x more common.
- Made some unique planetary features more interesting.
- Subsidy Edicts now grant +20% or 10% Efficiency and +0.5 Trade Upkeep
- Automation Building Changes:
- Assembly Patterns and Construction Templates are now Tier 2 and 4 technologies.
- Automation Buildings are now job specific, and no longer increase their upkeep based on district count.
- Automated Worker or Simple Drone Jobs increase their upkeep by 4 Energy per 100 jobs.
- Automated Specialist or Complex Drone Jobs increase their upkeep by 8 Energy per 100 jobs.
- Automated Elite Jobs increase their upkeep by 12 Energy per 100 jobs.
- Fallen Empire Buildings:
- Are now Planet Limit 1 and automate 25% or 50% of relevant Specialist jobs or 75% or 100% of relevant Worker jobs. These are the only sources of Specialist automation in the new economic system.
- Exceptions:
- Dimensional Replicator now produces 10 of each Strategic Resource, Dimensional Fabricator now produces 25 of each Strategic Resource and 5 of each Rare Resource
- Sky Dome / Empyrean Dome, Shrinkspace Depot / Extra-Dimensional Depot functionality remains the same.
- Adjusted costs, upkeep, and build times of Fallen Empire buildings.
- Fallen Empires now gain +100% Automated Workforce Efficiency
- Awakened Empires gain an additional +500% Automated Workforce Efficiency
- Polytechnic Mentors now grant Miners engineering research. The bonuses they grant have been reduced to +0.1.
- Ethics:
- Authoritarian:
- Worker Production bonus is now Worker Job Efficiency.
- Egalitarian:
- Reduced the Faction Production bonus from Egalitarian ethics to +15% / +30%.
- Specialist Production bonus is now Specialist Job Efficiency.
- Pacifist:
- Reduced Empire Size from Pops bonus to -10%/-20%.
- The Corporate Authority now has +1 Envoy instead of +1 External Leader Pool.
- Player Crisis Balancing:
- Adjusted Crisis Currency Gains across the board. Cosmogenesis and Behemoths should be a bit slower to progress than before. Nemesis will be slower to progress passively through vassal control, but faster through direct destruction.
- Crisis Perks that give Economic Bonuses now also give slight upkeep increases where appropriate.
- Cosmogenesis Difficulty Rework: Fallen Empires will now directly oppose your experiments, culminating in Total War at stage 5. If the Materialist empire is around, there will be several warnings as well as a safer, alternative path.
- Cybernetics changes:
- Cybernetic Traits no longer have energy upkeep.
- The Cybernetic and Limited Cybernetic traits now swap half of the base food (or equivalent) upkeep for energy upkeep.
- Added two new positive Cyborg species traits for pop growth and bureaucrat output.
- The Metabolic Reprocessing now also gives robot assembly from Augmentor jobs and organic assembly from Roboticist jobs.
- The Integrated Anatomy no longer gives +1 organic species trait pick but instead +1 robot species trait point and +1 robot species trait pick.
- Robot pops should no longer be penalized by reduction to non cyborg pop happiness.
- Cyber Hives now receive temporary buffs (+3 skill level, +25% xp gain) to their Nodes as well as planets (+15% job productivity and -7.5% job upkeep) when assimilating new cyborgs into the collective. Devouring Swarms receive these bonuses upon purging pops instead.
- Driven Assimilators now unlock additional effects on their cyborg traits for their ruler (-35% cyborg upkeep and +15% complex drone productivity) and governors (+20% replicator output).
- Augmentors now produce 1.75 engineering research, up from 1.5, as well as 1.75 society research. The driven assimilator variant now provides 3 pop assembly, from 2. (The regular variant instead grants robot assembly, as mentioned above).
- The society research output of genomic researchers and spawning drones (after completing genetic ascension) from 4.5 to 3.5 to bring them in line with this.
- The Augmentation Bazaars building from the civic of the same name now counts as an Augmentation Center for the purposes of the Cybernetic ascension situation.
- The Branching Out modifier from the Cyberization situation now gives +10% Trader Job Efficiency.
- Hive minds which encounter genetic defects during cyberization can now choose a cyberisation policy.
- Dry/Wet/Cold Climate mod traits for Cybernetic species are now habitability traits that allow reaching up to 125% Habitability.
- Biomorphosis changes:
- Switched Optimized Neurology (Purity flex 1) and Heightened Attributes (Purity flex 2).
- Switched Biochemical Composure/Regenerative Cloning (Cloning flex 2) and Artificial Population (Cloning flex 3).
- Removed Organic Job Efficiency bonuses from Somatic Subversiveness (Mutation flex 2) and Artificial Population.
- Optimized Neurology now gives -1 Leader Maximum Negative Traits instead of +1 Effective Leader Level
- Somatic Subversiveness now grants an additional +1 Effective Leader Level.
- Artificial Population now provides -10% Empire Size from Vat Grown pops
- -10% Empire Size from Pops from Heightened Attributes moved to Imperfection Remediation.
- All non-Endbringer psionic corporate empires now unlock the Psionic Offices branch office building. The building has been reworked to now provide:
- 200 Empathic Marketer jobs. (Previously it added Telepath jobs if the host empire was psionic)
- Crime (if the branch office owner is a criminal syndicate).
- Only the Board of Psychics advanced authority gains +2% Aura Effectiveness.
- Base income of 5 unity (was 10 energy).
- +0.05 Trade from Traders to the planet (was +0.15 trade from Telepaths).
- Hidden modifier: Increases the chance the AI empires which host the building to take Psionic Ascension by +10% per building.
- Empathic Marketers are jobs that count as Traders for most purposes, but provide less Trade output in exchange for increasing the chance to draw psionic technologies. They also produce a small additional amount of unity if the host empire has undergone psionic ascension.
- Technocracy changes:
- Technocracy now provides +1 Scientist Cap, but -1 Official Cap and explains that the additional starting Scientist is the governor of your homeworld.
- Technocracy's council position no longer reduces Researcher upkeep, instead it provides cross-disciplinary research output to Researchers (with a corresponding increase in upkeep).
- Having a Zro deficit now grants:
- -75% Psionic Pop Job Efficiency
- +50% Shroud Delve Cost or Cooldown (depending on if you have Utopia or Shadows of the Shroud)
- -50% Psionic Weapons damage
- A 2% chance each month to suffer a Shroud Incursion. If you suffer a Shroud Incursion, another one cannot spawn for two years.
- Shroud-Forged now register as psionic pops for the has_psionic_species_trait check.
- Imperial Legion armies are no longer limited
- Tankbound:
- The -25% upkeep from Tankbound civics now applies to Automated Workforce instead of all jobs.
- Infernal Tankbounds now begin with three additional Generator districts. Other Tankbound empires will now convert one less Farm into a Generator.
- Removed the 30% automated workforce penalty that Tankbound started with. They no longer begin with insights on Assembly Patterns as it is no longer needed to negate this penalty. Assembly Patterns and Construction Templates now give Tankbound +10% Automation Efficiency.
- Tankbound Production Overseers now generate 2 Engineering Research instead of Unity, and grant +2% efficiency and +200 Amenities. They are only granted by Urban districts (or as Clerk swaps).
- Habitats:
- Habitat dwellers can now build rare crystal extraction specializations in their mining districts and both exotic gas and volatile mote extraction specializations in reactor districts.
- Habitat capital buildings now provide hunter seeker drones for both machine intelligences and hive minds. They no longer provide logistics drones for machine intelligences.
- Reworked Oppressive Autocracy to swap Enforcers (and Telepaths) into the Elite strata instead of granting them a special exception as Specialists.
- The Specialist Training tradition now grants +2% Specialist Job Efficiency per Planetary Governor level.
- Rebalanced several of the Luminary leader traits.
- Pious Ascetic now scales from +0.25 to +0.1 Society research from bureaucrats (was +0.5 to +2)
- High King now scales from +10% to +30% Job Efficiency for Elites (was Resources from Jobs)
- Enlightened Ruler now scales from -2.5% to -10% Job Upkeep (was -5% to -20%)
- Adjusted many Planetary Automation scripts.
- Known Issue: We are aware that Planetary Automation is not building enough Districts.
- Specimens:
- Specimens that grant Stability now grant +1 Stability per rarity level.
- Increased the rarity level of the Spirit of the Unshackled specimen to Exceptional.
- The Manifesti Social Commentary Piece specimen now increases Faction Output. (Reduces Deviancy by a small amount for Gestalts.)
- Adjusted the amount of utility slots on the Deep Space Citadel, from 8 per tier to 6 per tier.
- The Unifier leader trait now provides +15% unity output and no longer scales with leader level.
- Synthetic Fertility:
- Synthetic Fertility no longer starts with Administrative AI, Self-Aware Logic and Sapient AI technologies researched. Instead, they receive Administrative AI with some progress at game start, and each of these tech now increases the output of the Identity repository.
- To make up for this the base output of the repository has been reduced, but the total output with all technologies researched will be slightly higher than before.
- The origin now also comes with +15% Computing research speed and increased draw chance for the aforementioned technologies.
- The rate at which pops die out has been halved (from 30/month to 15/month).
- Synthetic Fertility now starts with Powered Exoskeletons
- Redesigned Mutagenic Spas to be less exploitable and to better match the theme of the civics::
- Mutagenic Spas no longer scale with the number of districts and provide pop growth or assembly.
- The civic now grants the governor of a planet with a Mutagenis Spa the Substance Abuser trait.
- The building now provides -10% to both the Habitability Ceiling and Floor of the planet they are constructed on, provide 200 jobs and +3 effective leader level for the governor of the planet, if they are a substance abuser.
- The jobs increase the job efficiency of ruler strata (or equivalent) and provide amenities.
- Rogue Servitors gain a special variant of Mutagenic Spas for their Bio-Trophies instead of the normal Machine Lubrication Basins.
- Non-corporate Spa Attendants now produce 500 Amenities (was 100). Corporate Spa Attendants now provide 2 trade. Spa Attendants for Worker Coop buff the Union Stewards.
- Mutagenic Spa Councilors now increase the number of spa attendant jobs, this effect is amplified if they are a substance abuser.
- Mutagenic Spas can now be placed in research or unity district specializations
- Increased the bonuses from Food Processing, Mineral Purification, and Energy Grid buildings.
- Experimental Sentencing changes:
- Experimentation Chambers now provide a static number of experiment engineer jobs, and a scaling number of test subject jobs (depending on building tier). The number of test subject jobs is increased by 50% on Penal Colonies.
- Rebalanced the amount of research experiment engineers produce per crime on the planet. The bug in which the modifiers considered the uncapped crime on the colony has also been fixed.
- Consumer goods upkeep of experiment engineers now also increases with crime.
- Orderlies no longer reduce housing requirements on the planet.
- Orderlies now increase the job efficiency of experiment engineers and test subjects, not their output.
- Halved the effects on workers and slaves of the Ruthless Developer trait.
- Reduced happiness from Social Welfare.
- Reduced unity from civilians under Social Welfare.
- Starbase buildings and modules:
- Starbase building Offworld Trading Company now grants +4 trade per Trade Hub module (was +2 Trade).
- Starbase building Hyperlane Registrar now grants +2 Trade per Trade Hub module (was a non-scaling +2 Trade) and adds the Subspace Amplifier aura to the Starbase (-40% Hyperlane and Jump Drive cooldown/change time).
- Increased the costs of starbase modules that add additional weapons.
- Starbase modules that add additional weapons no longer increase the defense platform cap of the starbase.
- Adopting partial virtuality by undergoing Synthetic ascension as an organic, lithoid or infernal species no longer grants -90% housing.
- The Computation Core Focus policies now grant +2.5% job efficiency per 100 roboticists or identity designers instead of +0.5% per 100 civilians.
- Adjusted scaling of event spawned pirate fleets to be more reasonable for 4.3 numbers.
- Mercenary and Mindwarden Enclaves now require 100 Naval Capacity in the fleet.
- The Crisis Beacon espionage operation now looks for larger fleets than before.
- Reduced Capital Productivity techs to +5% efficiency per tier from +10% per tier.
- Adjusted ship sizes for Cosmogenesis bioships and hive FE bioships
- Distribute Living Metal decision now costs 250 Living Metal (was 700), but grants +10% Infrastructure Build Speed and -10% Infrastructure Cost and Upkeep for 5 years (was +10% Infrastructure Build Speed and -20% Job Upkeep for 5 years).
- Decreased the research (and upkeep) on rural jobs provided Natural Neural Network
- Aptitude Tradition Changes:
- Aptitude Adoption effects are unchanged. (+1 Leader Trait option, Leadership Conditioning Agenda)
- Leadership Conditioning agenda now grants 5% Leader XP when started, and 20% upon completion. (Was 10% / 10%.)
- The Empire Needs You: Now -25% Leader Cost and +1 Recruitable Leaders per Class
- Psychological Profiling: Now Leader Maximum Negative Traits -1 and +1 Leader Capacity for each class.
- Healthcare Program: Now +10% Leader Lifespan and -25% Leader Upkeep.
- Specialist Training: Now grants +2% Specialist Job Efficiency per Planetary Governor level.
- Champions of the Empire: Now +1 Effective Leader Skill Level.
- Aptitude Finisher is now +1 Leader Starting Traits. (Previously part of Champions of the Empire.)
- The Appropriation tradition now also grants +25% Auto Resettlement Chance. (And has an appropriate flavor swap for Egalitarians)
- Trickle Up Economics now increases trade from living standards.
- Slaves in the Slave Market now cost Trade rather than Energy.
- Cybernetic Creed:
- Cybernetic Creeds can now be Egalitarian.
- Cybernetic Creed Spiritualist Factions no longer care about robots.
- Augmentations of the Fellowship now gives +10% Job Eff to Metallurgists, Artisans and Bureaucrats.
- Augmentations of the Templars now gives +10% Job Eff to Soldiers and Bureaucrats, and +10% to both Army Damage and Health.
- Augmentations of the Choir now gives +10% Job Eff to Researchers and Bureaucrats.
- Augmentations of the Commune now gives +10% Job Eff to Workers and Bureaucrats.
- Ritualistic Implants now gives +5% Job Eff to Metallurgists, Engineers, Bureaucrats, Soldiers and Workers, and +5% Army Damage.
- Cybernetic Creed traits are no longer locked to Spiritualist ethics.
- When combined with Media Conglomerate, the United Creeds will continue to produce Unity instead of Trade.
- Cybernetic Creed Factions now also produces either Minerals, Alloys, Consumer Goods or Engineering Research. The unified Creeds produce additional Unity.
- Cybernetic Creed Advanced authorities now have differentiated modifiers.
- Mindwardens:
- Rejecting Psionic Heresy allows Mindwardens access to the Shroud Inoculation living standard.
- Distinguished Admiralty now grants +20% Command Limit instead of a flat amount.
- Increased Naval Cap Repeatable tech to 20.
- Crisis Updates:
- Adjusted End Game Crisis power relative to difficulty setting.
- Tuned crisis strength scaling when allowing All end game crisis to spawn.
- Reduced chances of Cetana spawning while another crisis is active.
- The initial Unbidden fleet is now stronger to help them survive unfortunate spawn choices.
- Aristocratic Elite now also grants +10% Elite Job Efficiency and +10% Leader Upkeep.
- Police State now also grants +10% Enforcer Job Efficiency.
- The Chief of Secret Police council position changed from 5% Governing Ethics Attraction per level to 2% Governing Ethics Attraction and 1% Enforcer Job Efficiency per level.
- Lithoid Empires start with one more Mining district
- Martial Law (setting a Commander as the Governor of a planet or sector) now also directly increases Stability on any planet they're controlling - not just if it's their home planet.
- Changed the scaling of Imperious Architecture
- Increased the maximum damage scaling for weapons that increase damage based on target ship size.
- Reduced the effect that Councilor skill levels has on Agenda speed.
- Loyalty Circuits has been replaced by Compliance Filters as an auto-modding trait. This means that Augmentation Bazaars can pick it on game start as well.
- The augmentation center now provided 400 jobs for Driven Assimilators
- Augmentor jobs for regular empires now provide flat bonus pop growth, not a multiplier to existing pop growth.
- Significantly changed the Eater of Worlds Covenant Powers and Auras
- The Doom power for the Eater of Worlds no longer immediately starts a war.
- The Aura Intensification of the Eater of Worlds no longer summons ships from nothing.
- The Aura Intensification of the Eater of Worlds now increments your Doom Intensity.
- The Doom power now manifests the Doom of the Eater fleet.
- Between 3 and 6 Intensity, this fleet only has Teeth (escorts).
- Between 6 and 12 Intensity, this fleet has Teeth (escorts) and Fangs (cruisers).
- At 12 or higher Intensity, this fleet has Teeth (escorts), Fangs (cruisers) and Tusks (Battleships).
- Intensity is capped at 50.
- The number of ships depends on Doom Intensity.
- Manifesting a new fleet will instantly dismiss any current fleet.
- The fleet will appear in orbit of any planet with a Sanctum of the Eater (or if one doesn't exist, your capital).
- Voidworms will be less likely to attack a planet with fewer than 1000 pops.
- Necrophage Origin:
- Necrophage Chambers of Elevation now block pop growth for necrophage species.
- Necrophyte Apprentice jobs now boost the pop growth of non-necrophage species on the same planet by a small amount.
- These changes mean that the pop growth weirdness of the origin should be gone and planets with Necrophyte Apprentices should retain a high rate of growth of the secondary species, with the once per decade rituals mass converting pops to the primary species.
- When playing a hive-minded necrophage, the force spawned pre-ftl empires are no longer hive-minded.
- Entropy Drinkers civics:
- Replaced the scaling empire-wide energy credit production from Entropy Drinkers civics with "Energy Credits per 100 Psionic Pops: +0.5"
- Entropy Drinkers councilors now give +3% Leader XP per level.
- Taking any non-Psionic ascension path now blocks you from reforming into Entropy Drinkers, since starting with the civic locks you into psionic ascension.
- Chosen civics now give +10% Unity at 1,000 attunement points (was 50%).
- Modifiers for rural jobs from Storm Relief Centers have been halved.
- Scrapping robots during an alloy deficit now gives 1 alloy per pop instead of 100 alloys per pop.
- Regular empires can no longer psionically awaken robots.
- A mysterious ghost district no longer sometimes appears in the UI for the Synaptic Lathe.
- The Interloper in pre-ftl Shattered Ring systems can now be removed.
- Fixed resettlement costs being inconsistent.
- Some slaves no longer benefit from job efficiency bonuses twice.
- Fixed the tooltips for Battle Thrall slavery and Military Service to clarify that slaves need to be Battle Thralls to be soldiers.
- The rampaging trees no longer continue to kill everyone after they have in fact been defeated.
- "Scorched World Heralds" cannot longer grant Full Citizenship or Residence status to conquered non-Thermophile pops
- Reduced the number of Utility slots on Starbases and Deep Space Citadels.
- Deep Space Citadels now have the Hull and Armor matching normal Starholds, Star Fortresses, and Citadels, plus innate shields equal to their armor.
- Ground Combat Changes:
- Generally reduced the Army Count and effects that grant extra Defensive Armies.
- Many weapon and defensive technologies now also improve army health or damage. Subdermal Stimulation increases Army Morale.
- Powered Exoskeletons now grants a higher bonus to Army Damage. Replaced Worker Production bonus with a larger bonus to Worker and Simple Drone Job Efficiency.
- Integrated Cybernetics now also grants bonuses to Army Damage and Health.
- Psionic Theory now also grants a reduction to Army Morale Damage Taken.
- Slightly increased Orbital Bombardment Damage.
- Removed Gestation Worlds. Instead Cybernetic traditions now grant access to Augmentation Centers for Driven Assimilators, providing Augmentor Drones. These jobs provide Amenities and Organic Pop Growth for Cyborgs.
- Branch Offices now cost trade to establish instead of energy.
- Imperious Architecture/Synaptic Extensions now grants additional housing and jobs to capital buildings, scaling with the tier of the capital.
- Volcanic Worlds are now less common than other habitable planet classes.
- Replaced the increased naval capacity for artificial ships for Beastmaster empires with increased cost and upkeep.
- Reduced the power of Pirate Fleets
- Driven Assimilators now start with 2,000 cyborg pops instead of 1,000. However, they start with 1,000 fewer machine pops.
- The Animator of Clay's interaction that spawns pops for Shroud-Forged Empires now only spawns pops on planets with a Shroud-Touched Region or a Zroni Equilibrator. The cost has also been changed from a flat 500 Zro to 250 Zro per colony targeted.
- Eternal Vigilance once again no longer creates free defense platforms. Added +20% home territory ship fire rate.
- Rationale: In the current environment, the free defense platforms were too strong. The AP also created an undesirable trap for players that were not ready for the economic impact the upkeep of a huge number of defense platforms would create.
- Reduced the scaling on Primal Calling stance modifiers by a factor of 5 to match the increase in vivarium capacity.
- The Integrated Weaponry, Delicate Frames, Juiced Power, Hollow Bones and Cyber Commando traits now affect job efficiency for Solder jobs.
- Fortune Tellers no longer produce extra trade.
- The Machine Intelligence Ruler now grants -1% Empire Size from Pops and +500 Amenities on each Colony per Level. (Was -3% Empire Size from Pops per Level)
- Buffed Museum Curators slightly. Also added the Historic Reenactor job swap when combined with Warrior Culture.
- The energy cost and upkeep of private colony ships has been replaced with trade.
- Nerfed Replication Hub and Spawning Nest district specializations
- Additional balance pass on origins (separate feature branch from other balancing):
- The Survivor Species trait (from the Post-Apocalyptic Origin) now also grants a reduction to housing and amenities usage.
- The Colonial Spirit modifier (from the Lost Colony Origin) now also grants 10% pop growth (pop assembly as appropriate)
- The Storm Chaser origin can no longer build storm shelters, but will instead benefit from their effects through their capital buildings as soon as they research the related technologies.
- Storm Chasers now also get -15% devastations from storms and -10% ship damage in storms
- Storm Shelters are now slightly more effective, negating 30/45% of economic penalties instead of 25/40%
- Storm negation technology now reduces negative effects on ships by 45% per tier instead of 50% (thus capping at 90% protection in most cases)
- Slingshot to the Stars now also provides -15% cost reduction for outposts (This does not apply to Influence costs)
- Bureaucrat jobs (and equivalents) now produce slightly more unity.
- Rebalanced Thermotechnic Mentors:
- They no longer add additional output to other jobs anymore, but produce their own instead. This output scales with the amount of employed jobs per 100 pops, being capped at 4000 jobs per category.
- They no longer count as "Bureaucrats" anymore, but are their own job category now (important for job modifiers).
- Council position "Thermal Engineer" now reduces the upkeep of "Thermotechnic Mentors" by 2%
- Obsessional Directive now grants +15% Artisan Drone Job Efficiency, and increased Consumer Goods storage. The Commodities Consolidation situation now grants Artisan Drone Job Efficiency and adds Unity production to Artisans (instead of all Unity).
- The Subterranean Contact Zone now provides job swaps for traders or logistic drones.
- Removed inappropriate researcher jobs from planetary features which provided them.
- Readjusted bonuses from Genesis Guides civics:
- Halved the modifiers from the Genesis Preserves.
- Added an on action to remove the Preserves if you reform your government.
- Reduced rewards from colonising from 500 Unity and 25 Influence to 250 Unity and 5 Influence.
- Reduced rewards from uplifting from 1000 unity to 250 Unity and 5 Influence.
- Ensured that a Genesis Preserve is created only if one does not already exist.
- Unity from Jobs modifier from the Genesis Monument is decreased to 10% if you don't have the civic.
- Updated various checks to check for all variants of the civic instead of just the version for regular individualist empires.
- Set the strata for newly spawned pre-sapients to actually be pre-sapient instead of No Category.
- The Nano-Corpses deposit now yields alloys, not rare crystals.
- The Mountain in the Sky deposit from the Gravity Storm has been rebalanced, but allows construction of a unique district specialization.
- The Aquaculture district specialization now provides 50 jobs of each type, not 75.
- Anglers no longer produce additional food.
- Anglers and Pearl Divers are now swapped on wet worlds, regardless of district specializations.
- Factions have 50% reduced output during the first ten years of the game (when factions normally do not exist).
- Parliamentary System now grants +20% Faction Output but has +50% disapproval for unmet demands.
- Media Conglomerate now gives early access to factions, but replaces faction unity output with trade output.
- Civics that provide politician job swaps (Technocracy, Merchant Guilds, Exalted Priesthood) now provide additional jobs to relevant buildings.
- Overtuned origin no longer has early access to genetic ascension.
- The bonus pop growth and amenities provided by Genomic Researcher jobs from selecting Cloning traditions and choices during Biomorphosis have been moved to the Genomic Research Facility building. The amount of amenities granted has been increased to 500.
- Rebalanced all council positions that gave flat resources to jobs.
- Dark Consortium Civic now has a beefier Dark Matter Deposit on game start.
- Pass on Edicts. Many now affect Efficiency.
- Knights are now considered Soldiers instead of Bureaucrats and Researchers.
- Strong, Very Strong, and Weak traits now also affect Soldier efficiency.
- Adjusted effects of Commander and Scientist governors.
- Battle Thralls now get a bonus to Soldier efficiency.
- Disruptors now start with 50% shield and armor bypass at tier 1 which increases to 80% at Psionic Disruptors. They now also deal +25% damage against shields.
- Increased Unity production and Consumer Goods upkeep of Politicians.
- Commander Starting Level civics: Swapped Commander XP Gain for Commander Upkeep Reduction on Distinguished Admiralty. Added Commander Upkeep Reduction to Warbots and Strength of Legions.
- Machine Capital Buildings (tier 2 or higher) now also add Coordinator jobs.
- Reduced the power of the council positions for Chosen civics.
- Clustered Capacity (Virtuality) now gives +75% Virtual Pop Job Eff and -10% per Colony. (Was +175%, -25% per Colony)
- Rebalanced many species traits:
- Erudite:
- +30% Researcher job efficiency -> +20% Researcher job efficiency.
- Rationale: Number too big.
- Fertile:
- +30% Pop Growth Speed -> +20% Pop Growth Speed.
- Rationale: Number too big.
- Vat Grown:
- +33% Organic Pop Assembly -> +25% Organic Pop Assembly.
- Rationale: Number too big.
- Existential Iteroparity:
- +30% Pop Growth Speed -> +20% Pop Growth Speed.
- Rationale: Number too big.
- Numistic Administration:
- +33% Trader job efficiency -> +25% Trader job efficiency.
- Rationale: Number too big.
- Dark Matter Engines:
- +40% job efficiency -> +20% job efficiency.
- Rationale: Number too big.
- Upkeep per 100 Pops: 0.02 Dark Matter -> 0.03 Dark Matter.
- Rationale: Makes the cost matter more.
- Living Metal Augmentations:
- Upkeep per 100 Pops: 0.01 Living Metal -> 0.03 Living Metal.
- Rationale: Makes the cost matter more.
- Biomimetic Assembly:
- +50% Replicator job efficiency -> +20% Replicator job efficiency.
- Rationale: Number too big.
- Matrix Trading:
- +50% Trade job efficiency -> +20% Trade job efficiency.
- Rationale: Number too big.
- Upkeep per 100 Pops: 0.01 Rare Crystals -> 0.02 Rare Crystals.
- Rationale: Makes the cost matter more.
- Mote-Powered Tools:
- Upkeep per 100 Pops: 0.01 Volatile Motes -> 0.02 Volatile Motes.
- Rationale: Makes the cost matter more.
- Exotic Fuel Consumption:
- +10% job efficiency -> +10% Specialist & Complex Drone job efficiency.
- Rationale: General nerf and harmonisation with the next trait.
- Upkeep per 100 Pops: 0.04 Exotic Gases -> 0.05 Exotic Gases.
- Rationale: Makes the cost matter more.
- Volatile Mote Reactor:
- +30% Habitability -> +10% Worker & Menial Drone job efficiency.
- Rationale: General nerf and harmonisation with the previous trait.
- Upkeep per 100 Pops: 0.02 Volatile Motes -> 0.05 Volatile Motes.
- Rationale: Makes the cost matter more and harmonizes with the previous trait.
- Rare Crystal Exterior:
- +20% Metallurgist job efficiency -> +30% Habitability.
- Rationale: Flavour text makes this more appropriate for habitability.
- Upkeep per 100 Pops: 0.02 Rare Crystals -> 0.05 Rare Crystals.
- Rationale: Makes the cost matter more and harmonisation with the previous traits.
- The Arcology Project and districts on Ecumenopoleis now cost alloys instead of minerals.
- Dictatorial Cybervision now grants a flat Cyborg job efficiency bonus and scaling Stability for Enforcers.
- Physiological Transcendency now gives +2 Unity per 100 Politician jobs instead of +3 Unity per 100 Elite pops.
- Dictatorial Cybervision and Homogenous Submission now give Governing Ethics Attraction instead of Authoritarian ethics attraction.
Bugfix
- Fixed a number of jobs that could be worked by pre-sapients.
- Fixed Master Teachings: War having only militarist options.
- Fixed an issue in the Pleasure Seekers civic tooltip.
- Fixed Zroni Equilibrators from giving biologist jobs a society research upkeep instead of society research production.
- Increasing randomness in the empire generation on new game.
- Fauna don't lose their mutations when growing anymore.
- Ship Designs don't regain "auto upgrade" on loading.
- Housing from Mining district modifiers now works correctly on Volcanic, Machine and Hive Worlds.
- Fixed some Purity traditions having the wrong effects for Wilderness.
- Fixed Biomorphosis situation showing Cloning and Mutation approaches for Wilderness.
- Fixed empty tooltip for Purity Approach for Biomorphosis situation for Wilderness.
- The Catastrophic Damage on a ringworld from a pre-FTL civilization with the Shattered Ring origin can now be repaired correctly.
- Fixed psionic job efficiency bonuses from Psi-Corps/Telepaths not applying correctly.
- Fixed the council position for Oppressive Autocracy to correctly provide job efficiency bonuses for enforcers.
- Fixed Oppressive Autocracy enforcers not promoting strata correctly.
- Fixed ship automation button flickering
- Fixed some issues with the tooltips of the Psi-Corps.
- Fixed Test Subjects not having a job upkeep while Test Subject Drones do.
- Fixed Experiment Engineer Drones not having the scaling upkeep that was granted to Experiment Engineers.
- Chor's Compass events can now no longer occur if the target planet already has the effects of the event in progress. Additionally, each empire can now only experience a Megacorpse concept once per decade.
- Fixed a number of specialist, worker and other jobs that still provided amenities for Oppressive Autocracy when they shouldn't've.
- Fixed Gospel of the Masses not increasing the trade value produced by Spiritualist pops on colonies where there are branch offices.
- Fixed Cetana not granting the Modern Cincinnatus achievement
- Fixed erroneous tooltip for the Social Welfare living standard.
- Limited "Contact Report" events to one per playthrough.
- Fixed inverted trigger logic for Crisis Spawning with All Crisis active
- Ruler Resource Output modifiers from Oligarchic Overclocking were inappropriately clamped. Reworked the calculations so the bonus is correctly capped at +20% and updated the Authority tooltip.
- Nonfunctional Resources from Jobs modifier from Adaptive Shareholder Schemes replaced with Job Efficiency and now works.
- Fixed a couple of incorrect string calls in the Biomorphosis situation.
- Expansion planner now updates from correct planet without any need for manually resorting
- Planet Automation should work again. A design pass is in progress to improve the scripts.
- Fixed founder species has happiness check being reversed applying wrong amenities buffs on planetary populations
- Fixed the flavor text of a number of council positions displaying the default name instead of the renamed title if the player had renamed them.
- Fixed Subterranean origin not giving extra housing on mining districts.
- Fixed nobles from cyber imperials not giving stability.
- Wenkwort planet modifiers are now correctly removed if the planet stops being a gaia world.
- Fixed a number of technologies having incorrect amounts for the housing modifiers they provide.
- Updated the Gestalt version of Chosen of the Eater to match the changes made to the non-gestalt version.
- Fixed mutation and cloning ascension not being able to remove advanced traits.
- Fixed modifiers from the Prospectorium Optimizer trait.
- Fixes an issue with ship size map icons.
- Corrected erroneous tooltip for the Domination tradition finisher.
- Corporate Vampires and Entropy Drinkers can now be swapped seamlessly when transitioning between corporate and oligarchic .governments
- Fixed several issues with secondary district names for Spiritualist empires and Ring World districts.
- Added abort triggers for the Prethoryn, Unbidden and Contingency event chain so they get properly cleaned up after their related crisis is defeated.
- Endbringers can no longer be declared a crisis if they are already the current crisis, which was restarting their war.
- Fixed incorrect founder species have happiness calculation resulting in inverted behavior that caused for example hive minds getting happiness bonuses.
- Fixed sector governor missing propagation of non triggered trait modifiers to all planets in the sector and not only the capital.
- Adjusted various conditions in modifier tooltip generation to not show unintentional data, ex “planet:”
- Fixed ship/fleet special modifiers being applied properly to the simulation and not only show up in tooltip ex docked ship upkeep reduction.
- Specialist Subject Relay Network effects now correctly only stack once for each type of subject like all other Specialist Perk benefits.
- Automated Job upkeep now appears correctly as "Automated Jobs" instead of showing up as "Other" or nothing at all in tooltips.
- Bio Amor and Shield techs now correctly inherit the Army Health modifiers from regular armor and shield techs.
- Tankbound no longer get extra Production Overseers from volcanic generator or mining districts.
- Fixed lithoid and infernal Void Dwellers sometimes trying to create a mining station on their starting habitat.
- Fixed an issue with the Lesser Messenger ship name not being displayed when transferring it to another fleet.
- Fixed the tooltip of refinery worlds not properly displaying the gas refiner jobs.
- Fixed another issue in the Bloomed species trait tooltip.
- Fixed cases of Primal Calling starting the game with the wrong version of their unique building.
- Augmentor research output is now consistently split into society and engineering even before finishing the cybernetic ascension.
- Fixed calculation of mercenary enclaves
- Fixed required components selection in ship designer when using custom role
- Adjustments made to ship behaviors to make them less likely to behave in terrible ways.
- Ships that base their desired range on weapon range (most of them) will now try to get to 90% of their max range instead of sitting precisely at their max range and hoping nothing goes wrong. (Exposed as COMBAT_DESIRED_RANGE_MULT define.)
- Artillery combat computers now once again try to stay at max range instead of median.
- Ships that are getting blasted from out of their range will now charge their attacker if they're within 200% of their desired max range instead of 110%. (This is now exposed in defines as COMBAT_CHARGE_DISTANCE_COEFFICIENT.)
- Fleets of a single ship that exceed your Command Limit will no longer try to split themselves into two new fleets every single day.
- Fixed a bug with command_limit_mult in which the modifier was applied to itself before being applied to the command limit.
- Pops that are either not enslaved or are mindless robots will no longer demand to be Battle Thralls to be allowed Limited military service. (Tankbound Necrophages should now be able to set their policies to permit their mindless robots to be robot armies.)
- Exotic Gas Capture district specialization no longer costs twice as much as other specializations.
- Spiritualist and Materialist empires will now attempt to place their starting Temple or Research Lab in the Archives district specialization.
- The FE building received notification now displays which building has been unlocked.
- The tooltip for the Clustered Capacity tradition has been adjusted to reflect the new values.
- The Opportunist 3 leader trait now functions as intended.
- Fixed an issue where reforming government and invalidating genesis guides would not remove genesis preserves from colonies.
- Corrected the Bloomed Species trait tooltip to properly refer to job efficiency instead of resources from jobs.
- Adjusted the Polish names for the Imperial Fiefdom AI vassals.
- Fixed a missing title in the demands of the supremacist faction for Hard Reset.
- The Materialist FE warning when going cosmogenesis is now only issued if there is actually a materialist FE in the galaxy.
- Fixed a case where players could build several Primal Calling unique buildings on a single planet.
- Fixed an issue where cosmic storms would spam the error log with nonsensical messages.
- The Subterranean origin tooltip now mentions the existence of the Subterranean Urbanization zone.
- The tooltip for Existential Iteroparity has been adjusted to match the in game value.
- Wilderness species should no longer be able to receive forbidden traits from FE interactions.
- The Deluge colossus now properly terraforms its targets, creating appropriate deposits.
- Angler's bonus food output has now actually been removed as announced in previous patch notes (they now produce as much as regular farmers, but retain their trade production)
- Tutorial settings can be adjusted again.
- Fixes an issue where civics that affect the base level of leaders don’t work
- Tidied up some Cybernetics related tooltips.
- Remove flickering from buildable area for Deep Space Citadel.
- Fire Oracles now only appear if the main species of an empire has habitability \<= 50% (before it was any local species)
- Wilderness empires now pay Biomass when terraforming a Volcanic World into a normal habitable planet
- Fixed command_limit_mult acting like command_limit_add.
- Fixed some scoping issues with the random events if you neighbour the caravaneers
- The Luminary for Under One Rule will now have the correct number of traits for their level
- Fixed the Galactic Crucible not triggering a notification / event choice after capture in certain situations (after the war)
- The "Scion" origin now blocks the "Scorched World Heralds" civic
- Modifiers from starbase targeting owner country now makes the country recalculate as it should
- Prevent nascent stage purifiers from purging their own children
- The Anomalous Cube dig site will now be properly hidden until it can be properly explored.
- Servile species no longer generate leaders.
- Gestalt Empires will no longer gain the "Form a Mercenary Enclave" focus.
- Genocidal Empires will no longer gain the "Enclave Research Support" focus.
- Fixed the incorrect trigger used for collateral damage
- Fixed a large number of ship components that did not have their modifiers applied correctly.
- Fixed some old triggers that were checking for pre-4.0 pop assembly. This should improve AI handling of building Clone Vats and Robot Assembly Plants.
- Ground Combat Collateral Damage will no longer kill the last 300 pops on a planet. (Instead of the last 3.)
- Added missing name list for the Mindwarden species. They can now be insulted properly.
- Fix upgrading Hunting Expanse to Hunting Nexus.
- Changing the design of Deep Space Citadels now works correctly, persisting in save games.
- The GDF/Imperial Armada now correctly shows their naval capacity in the GalCom UI.
- The Independent GDF no longer grows infinitely.
- Fix techs showing Experimentation Chambers unlocks even without Twisted Experiments civic
- The Generator Ring World designation is now available to non gestalt empires
- The Enhanced Memory and Learning Algorithms cyborg species traits and their negative versions have been differentiated. Learning Algorithms now grants +25% leader xp gain and +1 councilor skill.
- The Infinity Sphere leviathan species trait now grants +25% researcher job efficiency instead of the deprecated -50% researcher job upkeep.
- The "Population trials" option from the Synthetic Transformation situation now properly grants the biggest resource deposit.
- Fixed several civics preventing Megacorp government reform.
- The tooltip for the Hive World AP no longer lists removed modifiers.
- Fixed several cases of Corporate civics being removed upon becoming galactic emperor.
- The Elevated Synapses Overtuned trait now properly doubles it's leader XP bonus when "Damn the consequences" is activated
- Lost Colony Hiveminds now also get the +10% habitability granted by the non hive version of the origin.
- Machine Leaders should no longer get the Synthetic trait after any species modification. It should now only occur after the relevant traditions have been unlocked.
- The unique planet modifier from Payback now gets properly removed if their capital is conquered before it expires.
- Thrall Worlds now properly swap out soldier jobs from districts and buildings into battle thralls
- The vivarium effects from Primal Calling have now been properly scaled to account for the vivarium size increase
- Fixed and unlocalized string in the Rainbow Ice Sheet event.
- Fixed a missing loc string in the Flaming Tornadoes event.
- The gene mentorship description now properly displays 30% leader experience gain
- Psychological Infertility is now properly compatible with Lithoid species
- Slightly increased the odds of caravaneer proximity events happening
- Fixed the amount of amenities that Identity Designers were providing.
- Overtuned is now correctly blocked from early genetic ascension.
- Knights now inherit economic modifiers from soldier jobs
- Knights no longer inherit economic modifiers from researcher and bureaucrat jobs.
- Soldier jobs are now considered specialist jobs for economic modifiers.
- The additional unity production from Death Priests following a sacrifice has been reduced.
- Fixed Duelists double dipping on their council position.
- Fixed the construction entity of the "Galactic Crucible" using the wrong rotation.
- Fixed "Planet Forgers" civics giving access to additional habitable worlds for origins that shouldn't get them (example Shattered Ring)
- Dictatorial Cybervision now ACTUALLY grants a flat Cyborg job efficiency bonus and scaling Stability for Enforcers.
- Fixed the max district tooltips always showing modifiers that grant additional districts to non-artificial worlds, even if you were viewing a habitat.
- Fixed the max district tooltips not showing percentage modifiers to max districts.
- Improved how habitat max districts are calculated.
- Planetscapers now gain the technologies to remove blockers on Volcanic Worlds
- Ringworlds now block the construction of a Galactic Crucible
- Ranger jobs now receive the correct amount of resources from Volcanic World blockers
- Pre-ftl researchers and bureaucrats are now far less efficient
- add_skill_without_trait_selection now correctly only levels up without adding traits. (This fixes issues with the initial traits for rulers of empires with the Under One Rule origin).
- Updated Shroud and Mutation weapons to take into account changes in size_damage_factor
- Rehooked launch argument -threads=XX to set thread pool size
- Removed remaining references to pre-4.0 strategic resource harvesting jobs that were converted into job swaps.
- Automigration now limits pops that work uncapped jobs to require available jobs of higher rank on target planet. (Robot migration issue from the Beta)
- Soldier fixes:
- Ground Defense Planning now correctly increases Naval Capacity generated by soldiers.
- Corrected tooltip (+1 Naval Capacity from 100 Soldiers).
- Soldiers now include bonuses they receive from various sources (Ground Defense Planning, Esteemed Quartermaster trait, etc.) on the Economy tab summaries.
- The Homesteader I trait now correctly grants non-angler/non-gestalt empires to their farmers.
AI
- AI empires will now prefer to have three or fewer underdeveloped colonies before colonizing the next one. (Underdeveloped is defined as having under 1000 pops.)
Stability and Performance
- Significant improvement to calculations made when bypasses are updated. (mean: ~150 µs -> ~5 µs!)
- Reduced number of memory allocations
- Optimized string allocations
- More string optimizations
- Reduced repeated localization lookups when calculating planet modifiers
- Moved modifier name calculations to tooltip generation where this was done in the game simulation.
- Micro optimized localization system even more, reducing amount of allocations, recursions and length calculations.
- Optimized resource lists in the Planet UI.
- Secured the execution around planet events to be evaluated in a place that is more OOS safe.
- Moved more trigger executions from Planet modifier calculation to daily pulse.
- Removed an unnecessary update of triggered modifiers on planets.
- Fixed crash in planet view economy tab when expanding jobs
- Fixed a rare faction and focus cards OOS on hotjoin
- Fixed an issue where randomized heights of coordinates could trigger an OOS.
- Reduced likelihood of a massive OOS at the start of the game.
- Reduced stack usage in combat targeting code that could cause a CTD/undefined behaviour when larger numbers of ships are involved in combat.
- More string optimizations
- Significantly reduced the lag spike when creating the Solarpunk country
- Optimization of functions related to strings
- Optimized memory allocations in Alert Manager
- Improved fleet icon logic
- Added economic threading changes:
- New dependency tracking should reduce the cpu wait time when updating and reducing the “monthly stutter”.
- Decreased sizes of threaded batches for objects that are many and becomes uneven in cpu need for better distribution over multiple cores.
- Added modifier threading changes:
- Mainly for reusing memory and reducing time spent on allocations/deallocations in the update.
- Decreased sizes of threaded batches for objects that are many and becomes uneven in cpu need for better distribution over multiple cores (yeah here as well).
- Major rework of modifier calculations for Planets, PopGroups, Armies, Leaders, Ships and Fleets:
- Moving trigger dependent calculations out to suitable pulses instead (Micro, Daily, Weekly, Monthly, Yearly).
- Number of trigger evaluations optimized.
- Removed some redundant modifier updates from Armies and from Pops.
- Optimized allocations when counting species.
- Moved script calculations out of modifier calculations for better performance.
- Moved some trigger evaluations out of modifier calculations for better performance.
- Fixed a bug that was disabling threading of the economic system introduced in earlier open beta. This should be especially noticeable (or rather, should no longer be noticeable) on the monthly calculations, which should be more seamless now.
- Fixing performance regression in language localization system.
- Addressed some stack overflows on macos
- Optimized event parameter storage.
Effects of this include:- Reduces heap allocations for 95% of EventScope uses.
- AddOrUpdateScopeParameter now 71x faster. Improved consistency and eliminated performance spikes.
- CreateEventScope now 48x faster. Performance variability eliminated.
- AddScopeParameter 83x faster. Highly consistent.
- GetScopeParameter 35% faster - median time reduced by 84%; meaningful improvement on a less frequent code path.
- Ship CalculateModifier 68% faster.
- Army CalculateModifier 5.3% faster.
- Uninhabited Planet DailyUpdate 3-5% faster.
- Summary: Changes result in smoother gameplay, reduced load on memory allocator, frame processing time reduced by ~10%.
- Improved Scripted Trigger caching.
- Optimize string allocation 76% faster.
- The render cycle is optimized to perform as if V-Sync were off, but without screen tearing.
- Replaced threads with Threading.TaskThreadCount console command for setting or getting the worker counts for thread pools.
- Reduced the amount of worker tasks being created for the thread pools to be more in line with the amount of physical cores instead of logical.
- Fixed issue with archaeology view crashing on resync.
- Fixed crash in ship graphics when cloaking gfx is missing for cloaked ship.
- Fixed undefined behavior in voidworms ai that sometimes happens when the amount of countries changes.
UI
- Added Text Processing to ethic tooltips.
- Fixed planet modifiers not updating correctly in the colonization view.
- Fixed planet modifier icons in Expansion Planner not updating correctly in some cases.
- Fixed the overlap of Dig Sites and Devastation components in Planet UI.
- When using Observer mode, Mercenary Enclaves no longer appear in the regular empire list, they're at the end classified as "Minors".
- Unemployment information in the central bar of the planet view has been replaced with information on planet Denizens (Civilians or Maintenance Drones).
Modding
- Added new triggers pop_ethic_amount and pop_ethic_percentage
- Added new effects pop_force_add_ethic, pop_force_remove_ethic, and pop_force_transfer_ethic
- Added support for districts_per_building for District Specializations. This allows limiting the number of buildings based on the number of built districts but is not currently being used yet.
- Console command effect can now target the observed country with root
- Added faction_demands_met_mult and faction_demands_unmet_mult which affect faction approval or disapproval of met or unmet demands.
4.2.4 (2025-12-11)
STELLARIS 4.2.4 PATCH NOTES
Balance
- +25% volcanic world habitability for machine climate preference traits to match their minimum habitability value on Volcanic worlds.
- Replaced Food output for some specimens with one quarter as Alloy output bonus for Infernals.
- Slightly lower Unity and Research rewards for several events in the Red Giant and Cosmic Dawn Origins.
Bugfix
- The Payback origin now get the correct starting buildings as Materialist and Spiritualist
- The trait Propaganda Machines now shows the correct modifier
- When transferring planets under colonization after a war is on, if the colonizing species isn't allowed to colonize the colony is destroyed (stops forever colonization where you keep sending the new colons to the slave pits)
- Fixed leaders losing ascension related traits after species modification in some cases.
- The tooltip for Permanent Employment Civic's Reassigners say they use "Food (or equivalent)", implying they use Alloys when you are Thermophile.
- Ringworld construction and other binary/trinary restrictions correctly apply in binary or trinary hyperthermia systems.
- Replaced minor additional food upkeep for hive mind unity boosting buildings with extra Alloy upkeep.
- Fixed infernal Alloy upkeep for Voidling, purging, and non-sapient pops.
- Voidworm Troika designs can be saved.
- Voidworm Troikas are no longer created without upgrades when three large voidworms combine.
- Fixed some issues with machine empires, catalytic processing and alloy producing jobs.
- Fixed stuck in combat when the defender refuses to actually do combat.
- Volcanic Districts now improve tech weights.
- Preventing evasion to go negative from evasion against psionic modifier in combat calculation.
- Fixing abduction code setting the species correctly when checking if species can live on the planet.
Performance
- Optimized string allocation in ship component modifier processing.
Stability
- Fixed random CTD with invalid ships
- Changed stack allocation to heap in particle varied values to avoid CTD:ing
- Fixed CTD due to race condition between UI and AI accessing base growth cache.
- OOS fix: Planet species caches are now stored in arrays instead of unordered sets or maps
UI
- Shows the 25% Minimum Habitability on Volcanic worlds for Mechanical and Machine pops
4.2.3 (2025-12-04)
STELLARIS 4.2.3 PATCH NOTES
Improvement
- Thermophiles can pick the Ocean Paradise Origin
- Thermophiles can pick the Aquatic Trait
- Thermophiles can pick the Agrarian Trait
- Thermophiles can pick the Agrarian Idyll Civic
- Thermophiles can pick the Anglers Civic
- Adds conditions to get alloys when you extort a Spiritualist Thermophile faction.
- Pyromanic Instinct blocks "friendly" Civics and Origins
- Rogue Servitor empires now receive an additional Alloys income when having an Infernal subspecies (instead of food)
Balance
- Reduced Infernal Livestock output from base 1.5 down to 1 Alloy
- Adjusted cost of the "Distribute Living Metal" decision from 500LM to 700LM
- Adjusted "Thermal Engineer" councilor (replaced "Research Cost (Engineering) -1%" with "Research Station Output +4%")
- Adjusted "Pyromanic Priest" councilor (Job Consumer Goods upkeep from -3% to -2%)
- Adjusted "Galvanic Symbiosis" planetary refund modifier from 1 to 0.75
- Crisis Path: Adjusted Entropy Conduit ship stats (+2000 Hull +1000 Armor +2000 Shield)
- Crisis Path: Adjusted "Entropy Harnessing" edict (Energy Credits from Technicians from -1 to -2.5, Entropy from Technicians from 0.5 to 0.4)
- Crisis Path: Terraforming with a “Volcanic Forge” now counts for the crisis objective “Create Volcanic Worlds”
- Crisis Path: Colonies buffed by Entropy Conduits now produce more unity
- Crisis Path: Upgrading Ember Ships does not require alloys anymore
- Crisis Path: Stars stellarformed by Entropy Conduits now gain additional deposits
- Crisis Path: Machine Intelligence can now pick the ascension perk
- Crisis Path: The amount of required systems for the “Critical Mass” is now shown in the UI (current systems + needed systems)
- Crisis Path: Cost of the "Life Seeding" decision changed from 1000 Energy to 2500 Entropy Crystals
- Crisis Path: The UI now shows the current amount of owned systems for the “Critical Mass” perk
- Crisis Path: Conduits now ignore systems with a Dyson Sphere/Swarm or Quantum Catapult
- Adjusted alloy upkeep of Spawning Drones from 2.5 to 2
- Adjusted Infernal Livestock output from 1 to 0.75 alloys
Bugfix
- Fixed a typo in mercenary dividends relating to Galactic Risk Management
- Fixed Regenerative Armor from Galvanic Synthesis civic not auto-upgrading in ship designer when better armor technologies are researched
- Stop Quantum Catapult targeting graphics being shown in System view
- Fixed Infernal upkeep not being affected by Clone Soldier and Necrophage origin species traits.
- Subterranean Empires now have uncapped Mining Districts on Volcanic Worlds.
- Fixed issues with psionic assimilation for gestalt empires and individualist machines.
- Fixed Ruler clothing for Infernal portrait 5 (shoulder plate for the hedgehog)
- Fixed the issue with Black Needle Base no longer being colonizable after assaulting it.
- Fixed Augmentation Bazaars not having access to Loyalty Circuits in empire creation.
- Fixed Broken Shackles starting with 2k more pops than they should
- Migrating Forests modifiers and Special Projects are removed when the planet is terraformed to a Volcanic World.
- Eager Explorers now require Scientific Method to unlock Thermotechnic Forums.
- Stability from the Unbreakable Resolve trait gets properly applied even if the pop groups with Unbreakable Resolve were later additions to the planet in question
- Pops under assimilation no longer have extra upkeep.
- Planets with event purges should no longer continue purging after having been recolonized.
- Fixed the tooltip for Syncretic Evolution mentioning the wrong number of pops.
- Subterraneans can no longer build Industrial Mining Sites without any gameplay effect.
- Volcanic World mineral extraction zones can now build Industrial Mining Sites for +2/+4/+6/+8 mineral districts unless they are already uncapped.
- Added flag infernal_subspecies for Infernal subspecies (used for some civics/mods)
- Fixed event "Star-Crossed Lovers" appearing for Scorched World Heralds
- Fixed the "Arcology Project" decision not counting Volcanic World districts
- Fixed Volcanic Worlds not having a click sound
- Fixed "Spawning Pools" from "Permutation Pools" civic for Hive Mind using food as Infernals
- Fixed "Seismic Carpetbombing" creating Volcanic craters on artificial planets
- Fixed "Bombardment Stances" not killing the last pops of a planet
- Fixed Infernal Livestock not counting for a Evolutionary Predator purge
- Fixed Infernal Livestock counting as Specialists
- Fixed the starbase building "Gravitational Centrifuge" (crisis path) not being buildable in crisis systems
- Fixed Pre-FTL civilizations spawned by the Hyperthermia crisis not ascending into the space age
- Pyromanic Instinct blocks other genocidal Civics
- Tankbound now gains Overseers from rural districts (Geothermal, Melting) on Volcanic Worlds
- AI Empires now build Thermotechnic Districts on Volcanic planets
- Fixed the Military Academy adding research output and consumer goods upkeep to soldier and warrior drone jobs.
- Military Academy bonus workforce is now empire-wide
- Hard Reset is no longer a valid origin for AI empires (that's like the entire narrative!)
- Fixed some edgecases when playing unplugged where you could end up with pops who had the old negative traits and never lost them.
- Fixed the number of pops affected by the Zoonotic Plague, Enigmatic Fortress, and Numistic Order deals
- Terraforming your Homeworld will no longer cause the Terraforming event talking about making a second homeworld to fire.
- Re-enabled Devastation from Cosmic Storms at 0.01 per month.
- Infernal AI empires colonize properly (even if they don't have any food)
- Overclocking setting of the galactic crucible now also persists after loading a save game
- You can no longer queue construction of districts while the Arcology Project is underway.
- Cybernetic Imperial authorities now give additional noble jobs.
- Purging infernal pops gives alloys
- Fixed Fallen Empires being able to build "Starfire Cannons"
- Fixed Volcanic Forges not being destroyed after terraforming a planet into a Hive/Machine World or Ecumenopolis
- Crisis Path: Fixed Conduits damaging own colonies when playing as non-Infernal empire
- Crisis Path: Fixed mining & research stations not working correctly when Conduits stellarform a star
- FE outposts now rebuild in systems where they have unconquered planets.
- Artillery combat computers will now prefer median range instead of max range, allowing Titans to use most of their weapons instead of only their Titan Weapon
- Fixed erroneous tooltip for the Cave Dweller concept
- Removed the surface quarry and the voltaic production yard from urban zones
- the Justicial Complex FE building can now be built on Penal Colonies
- Megastructures show correct value in upgrade tool tip for effects applied with the upgrade
- Stars stellarformed by an entropy conduit no longer reroll the deposits of the star
- Certain special deposits, such as those from the Life-Seeded origin, are now correctly kept upon terraforming into hive or machine worlds.
- Fixed being able to issue some fleet orders to unreachable systems if the fleet has a jump drive.
- Fixed missing newline for "not in range of Jump Drive" message in the tooltip for the build orbital station command.
- Fixed efficiency being able to go negative, causing jobs to run in reverse. As bad as those slave riots or fire cult ruined planets are, Metallurgists shouldn’t disassemble alloys back into their original components.
Performance
- Reduced memory allocations in topbar UI updates
Stability
- Fixed Mac CTD happening in late game when calculating fleet auras
- Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.
- Fixed crash in strike craft being damaged by non existing/dead fleet.
- Fix an OOS on reconnect where Starbases where blocking fleets path on the server but not on the client
- Removed dependency on SetThreadDescription to enable the game to run on ex Windows 10 LTSB 2016.
- Fixed CTD that could happen when a special project was completed while no longer valid
- Made Stellaris respond to OS events during loading gui types to avoid "freezing" the system at 5% loading for an unknown amount of time (only dx11 backend).
- Fixed some more occurrences where file read/write is being blocked by the system and stellaris handling it by crashing.
Modding
- Added a new system flag to the Entropy Conduit target script to exclude special stars
4.2.2 (2025-11-27)
STELLARIS 4.2.2 PATCH NOTES
Stability
- Fixed failure to read from shader cache resulting in crash.
- Fixed CTD that could happen when a science ship researched a special project
- Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.
- Fixed crash in strike craft being damaged by non existing/dead fleet.
- Replaced abuse of stack memory with heap allocated in the Localization system to avoid random crashing on some computers.
4.2.1 (2025-11-25)
STELLARIS 4.2.1 “CORVUS” PATCH NOTES
Balance
- Augmentation Bazaars can now select cybernetic traits in empire creation.
- Clone Army: The Clone Soldier trait now adds a 25% increase to food and mineral pop upkeep. That modifier is increased to 30% for ascended clones and reduced to 10% for fertile clones. Clone vats max pop assembly has been reduced from 25 to 20, and the building now has a small food upkeep.
- Knights of the Toxic God: Reduced quest progress from Knight Jobs. Luminous Blades no longer negates alloy upkeep for knights and instead grants +1 Admiral Level. Choosing not to kill the Toxic Entity now grants you the ability to terraform toxic candidates. The Upkeep of the Dimensional Manipulation Device has been increased. The basic output of knights has been reduced by 1 unity and 1 of each research type. Quest rewards have been similarly modified.
- Life Seeded: Planet has improved rare resource features.
- Overtuned: Overtuned traits now also slightly reduce pop growth, between 1.5% to 5% depending on trait potency. Pre-Planned growth instead adds a 15% pop food/mineral/alloys upkeep.
- Subterranean: Reduced the Pop growth/assembly penalty from the cave-dweller trait from 20 to 10%. All planets now get +2 max districts.
- Synthetic Fertility: The Identity repository output has been decreased by 25%, while its upkeep has been increased by 20%.
- The Summon Dimensional Fleet Astral Action now summons Astral Cruisers and Astral Escorts equal to twice the number of Rifts you have explored.
- Ecumenopolises no longer provide bonuses to pop growth.
- Gaia Worlds now provide +15% pop growth.
Bugfix
- Fixed broken localization for Experimental Engineers in planet view.
- Fixed an issue where the Mindwardens event chain could break if the Exiled Empire was destroyed with help from an ally.
- Infertile pop groups don't have pop growth anymore
- Fix Reassigners giving bonus growth to living pops and not enough bonus growth to Zombies
- Presapients policies Extermination and Hunted now correctly purge presapients
- Fix dig site "Derelict Safehouse"'s notification never vanishing
- fixed genocidal empires automatically attacking enclaves and other country types where they should not
- It is now impossible to queue up two automation buildings in an urban expansion.
- Fix Branch Office buildings not producing the correct amount for Crime Syndicates
- Fix fleets with Titans sometimes behaving strangely in combat
- Fix Bulwark Battlewright and Asteroidal Carapace bonuses being counted twice
- Fix "Founder Species only" checkbox not working in colonize view
- Shipset description text boxes are now shorter and non-english versions will no longer overflow into the background.
- The leader recruitment event window was showing the debug tooltip on the hire and dismiss buttons. It now properly only displays the normal tooltip
- Fixed a bug there some jobs would be displayed in separate category entries of the same name. Those jobs are now grouped together correctly into a single group.
- Adjusted scopes in the prospectorium resource discovery event localization.
- Long event window names will no longer overflow event window.
- Deposit placement now shows an error when a deposit that is not of the same type (type none can work with all others) is added. They should not be mixed and matched
- It will now show the controller of a system to show as collecting the resources
- Added more guardrails to Cyberization and assimilation in general to prevent it from turning pops into an entirely different species.
- Modifying your species no longer displays species portraits instead of gestalt nodes.
- The Crystalline Kraken's remains now count as deposits for mining of rare crystals.
- The Prethoryn Scourge no longer stall and stop expanding when they only have empty space around them.
- Prethoryn Scourge should prioritise completely taking over systems instead of only partially conquering a system if it has multiple inhabited planets.
- Pops released from the stasis prison now eat food (or minerals or alloys) depending on dietary preferences.
- Fixed localisation for Bulwark Battlewrights not being displayed in some tooltips.
- Reworked the event Logic for shroud delve events granting psionic avatars to be more consistent
- Fixed the Galactic Standard and Anti-Piracy Initiative resolutions being cancelled upon forming the Galactic Imperium
- Updated Indentured Servitude and Battle Thralls tooltips to better reflect conditions.
- Paragons no longer get a second Destiny trait when they reach level 8.
- Fixes missing job icon for Black Needle Planetary Base Modifier.
- Moving your capital to a new planet no longer causes infinite errors.
- Pre-Triggers for Purging and Enslavement now account for Event Purging and Enslavement (should fix mutants conquering planets and not properly purging pops)
- Fixed Prethoryn planets being impossible to bombard
- Fixed cases of the Khan not receiving reinforcements at higher difficulties
- Fixed lingering Cetana storms after her defeat
- Fixed a rare case where a megacorp could own a branch office on itself
- The psionic ephapse trait no longer uses deprecated modifiers
- Seize Assets Wargoal now properly transfers branch offices on defensive partners of your target
UI
- Ascension UI in Planet view will now show correct values
- Show Empire Base resources on production tooltip of capitals other than the player's
- Fix various broken unemployment text icons
Performance
- Optimized Summon Dimensional Fleet Astral Action to work significantly faster and not freeze the game for seconds in extreme cases.
- Only calculate ship auras when the list of aura sources has changed
- Reduced the amount of modifier calculations for armies
- Reworked some crisis event triggers to be a bit more performance friendly
Stability
- Fix a CTD related to aura graphics
- Fixed an OOS caused by Factions not recalculating their approval rating on a hotjoin (leading to happiness desync, leading to economy differences)
- Fixed an OOS at game start when a country owns megastructures
- Fixed an OOS fix related to storms
Modding
- Add purge parameter to presapients policies
- Added allowed_civics and forbidden civics for species traits, these work like allowed_origins and forbidden_origins.
- added prevent_automatic_genocidal_hostilities to country types to allow more fine grained control for genocidal automatic attacks
- Replaced all `is_fanatic_X` variants to `is_X` triggers.
- Removed `is_fanatical` trigger, as it is a duplicate of `is_fanatic`
4.1.7 (2025-11-03)
4.1.7
Improvement
- AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.
- Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.
- Added the Visionary job swap for politicians, which combines Science Directors and Merchants
Balance
- Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.
- The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.
- The Opus core world for the Hard Reset origin is now size 25.
- The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.
- Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.
Bugfix
- Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)
- Fixed handling of leader species when converting between limited and not limited cyberization policies.
- Improved Neural Chip conversion
- Updated leader trait handling after species modification.
- Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.
- Fixed scope errors in species assimilation.
- Fixed species assimilation not handling robots for synthetically ascended organics.
- Improved handling of mechromancy
- Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one
- Fixed issues with converting between the Cyberization Standards policies.
- Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.
- Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign
- The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.
- Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.
- The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.
- The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.
- Corrected missing full stops at the end of the Great Awakening tooltip.
- Restored the ending of the Fleet Maneuver event chain.
- Added missing upkeep modifier from Tankbound to habitat rural districts.
- Updated ringworld colony designations to follow the new standards
- The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it
- The Retirement Home achievement is once again achievable
- Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)
- Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.
- Alloy megaforges now correctly have a volatile motes cost and upkeep.
- Fixed missing species name in event title and descript when awakening psionic abilities.
- The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers
- The Hard Reset species traits will once again be localized
- Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.
- Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.
- first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.
- Fixed being able to take the Hegemon origin while being Egalitarian
- Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.
- Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).
- Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.
- Players now take ownership of claimed DSCs after war finishes
Modding
- Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid
Stability
- Fixed OOS in pop growth system
4.1.6 (2025-10-20)
4.1.6
Improvement
- Teeth of the Eater fleets now move to merge with already existing ones on spawn, to prevent clogging.
- Added tooltips to the Great Awakening tradition to clarify Psionic Assimilation living standard.
- Adds tooltips to Automation Building for Tankbound when the Building will not automate certain jobs
Balance
- Disciple of the Cradle leader trait no longer removes job output as governor and now adds trust cap as councilor.
Bugfix
- Fixed default zone showing up in Broken Shackles planet UI
- Symbiosis living standard tooltip no longer displays string ID.
- Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.
- Fixed being able to build the same district zone specialization without closing the planet view
- Planet governor skill modifiers no longer apply to fleets now
- Now shows the proper leader tier frame again in the UI
- Radiotrophic pop upkeep now applies
- Terraforming a planet into a machine or hive world no longer removes buildings in the rural districts.
- Distributed Design Center and Metallurgical Research Lab buildings now correctly give additional bonuses on ringworlds.
- Alloy Nano-Plants and Civilian Repli-Complexes no longer have increased costs and upkeep on ringworlds.
- Going for the Cybernetic ascension as a Hive-Mind now properly blocks the Psionic Ascension.
- Hard Reset Empires that have started to Cybernetically ascend may no longer take the Synthetic Evolution ascension perk, and vise versa.
- The Council Cleanup event will no longer attempt to create pops on stars
- Fixed Ocean Paradise starts not showing the farming district at game start due to a mismatch between capped and uncapped districts for that origin
- Ecumenopolis Urban Districts now add Production Overseers jobs.
- Fix issue that caused uncapped districts to be destroyed on the monthly tick
- Chattel Slavery and other modifiers that failed to apply production bonuses to slaves now provide workforce efficiency bonuses to them instead.
- Known Issue: We’re still trying to track down an issue causing Unemployed Syncretic slaves to continue disappearing instead of demoting properly, but they appear to come out of hiding if new jobs open up. Please let us know if you see this behavior happening with other Civics or Origins, as “conventional” Xenophobia or Authoritarian slavery appears to generally be working as expected.
- The Growing Like Weeds achievement no longer requires EXACTLY 25k budding pops.
AI
- The AI is now less likely to bankrupt itself through the use of Eternal Vigilance.
Stability
- Fixed CTD in set_hostile effect when it cannot create a relation between the countries.
- Fixed CTD on MacOS happening sometimes while highlighting sections of demographics pie charts
- Fixed CTD when starting to explore an astral rift that previously had progress done
- Fixed an OOS on hotjoin or resync when ships are affected by a psionic aura
Modding
- Removed the duplicate uncapped district types and made their functionality part of the base type. is_uncapped is a trigger now for district types that handles this
- The overnight command now keeps two extra saves, at 2275 and 2325.
- Added the -incrementalsaves command line parameter which keeps additional saves at 2200.01.01, 2275.01.01, 2300.01.01, 2350.01.01, and every 50 years afterwards until 2600.01.01. (Only applies to non-Ironman games.)
4.1.5 (2025-10-08)
4.1.5
Improvements
- Removed district specializations from showing that you must not have the Wilderness origin.
- Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.
- Added a Sol variant for Mindwardens.
-
<this patch note was eaten by a swarm of abnormally intelligent rats>
- The Celestial Orrery system is now more likely to spawn.
- Modifiers from the Capital Productivity technologies should no longer be listed multiple times.
- Fledgling Dragons can now be hatched at a space fauna hatchery.
- Active accords for Endbringers empires now unlock Psionic ship components.
- Prevent AIs from taking the Mindwardens origin.
- Harmonized Mindwarden name lists
Balance
- Shroud Seals now give -50% fire rate to Psionic Weapons in their system.
- Buffed Tooth of the Eater with psionic components
- Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.
- Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.
- Resource Consolidation blockers are now more severe.
- Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.
- Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.
- Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.
- The Aura of Whisperers now impacts cloaking strength.
- The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.
- The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.
- Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.
- The Pierce the Shroud decision will no longer remove rare deposits.
- The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.
- Fully embracing the Shroud-Forged now sets them to be your primary species.
- Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.
- The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.
- Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.
- Death Cult and Superstitious Beliefs no longer block each other.
- Fortune Tellers now produce far less trade.
- The Realm of Madness event now gives insight on Zro Distillation tech.
- Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.
- Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.
- Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.
- Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%
Bugfix
- Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)
- Shroud seals are now dismantling properly even by other empires
- Fixed leader details not being present in events when they die.
- Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree
- Fix Under One Rule origin's "The Second Chance" event that did not show the Psionic option to keep the leader alive
- The Death of a Great Leader event again fires for regular leaders
- Fixed a number of weapon tags on space fauna mutations.
- Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.
- Composer of Strands' "Calling of Creation" now successfully completes after terraforming a world.
- The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.
- Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.
- Multiple callings from the Cradle of Souls have been adjusted / fixed.
- Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.
- Production Overseers cannot be automated.
- Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.
- Fix the generic Friendly Territory Tracking Mult modifier being ignored.
- Removed extra pre-ftl maintenance drone from game files.
- Fixed some pre-ftl hive mind jobs being unlocalised.
- Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.
- The Archives specialization on habitats now has the correct icon.
- Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.
- Typo fix in 'Lone Survivor' Event.
- Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.
- Add missing localizations for a few armies.
- Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.
- Fixed the various strategic resource district specializations from showing up in technologies multiple times.
- Put a 1 year cooldown on the "Naval Activity in SYSTEMNAME" event so that people can't spam each other with it by starting and stopping the associated special project.
- Fix Armies getting stuck on colonies that get destroyed.
- Wilderness Empires now use exclusive defense armies, look at that unique icon!
- Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.
- Mutation traditions can now add and remove the budding and crystallization traits.
- Corporate Death Cult and Chosen Executives are no longer mutually exclusive.
- Fixed issues with the calculations for sacrifice effects.
- You can now fire commanders who are governing planets.
- Viewing a pre-ftl planet no longer spams the error log.
- Pre-ftl brain drone jobs now correctly show icons in tooltips.
- Resource Consolidation blockers now take time to clear.
- Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.
- The Psionic Machine portrait will no longer have access to organic traits.
- The Mindwarden portrait now also has access to reptilian traits.
- You once again only get one Warform. The Animator of Clay is not that generous.
- Fixed ascension perks being used for the category_last_picked_tradition trigger.
- Chosen and Shroudshaper leaders now benefit from Transcendent authorities.
- Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.
- Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.
- Updated the draw weights for technologies that unlock monuments.
- AI empires with Bioships should now budget appropriately for armies.
- Assorted events that spawn armies and purge your population should now correctly set your population to be purged.
- Added a new line before the warning about jobs that cannot be favorited.
- Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.
- Livestock can now work necrophyte jobs in hive mind empires.
- Livestock jobs now show the correct building icon.
- The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.
- The Chosen's homeworld is now correctly set up for the Life-Seeded origin.
- Shroud-Forged events will no longer attempt to convert a fractional amount of pops.
- Increase the assembly score for the Shroud-Forged pops.
- Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.
- Active recon fleet order now uses correct logic.
- The Strand Afflicted trait now grants Zro production to Biologist jobs.
- Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).
- Betharian Processing district specialization is no longer shown multiple times in the technology card.
- The caravaneers no longer provide misguided information about the Waste Reprocessing Center.
- Production Overseers now provide automated workforce efficiency.
- Death Cult sacrifices no longer auto-cancel.
- Mindwardens can no longer gain the Shroud Preacher trait.
- Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.
- PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.
- Changed some shroud paragon ethics from fanatic to standard.
- Patron-Chosen Leaders now produce Influence.
- Endbringer related event no longer targets machine leaders when it shouldn't.
- Wilderness empires can no longer build Transit Hubs.
- Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.
- Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.
- Sky/Empyrean Domes can now be built on Resort Worlds.
- Tankbound empires now have their rural districts automated on ringworlds and habitats.
- Ringworld districts providing worker jobs are now fully automated for Tankbound empires.
- Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.
- The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).
- Endbringers no longer have access to the Orbital Psi-Corps.
- The Orbital Psi-Corps now takes telepath drones into account.
- The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.
- The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).
- Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.
- Tankbound civic not removed systematically when losing an ideology war.
- Superstitious Beliefs cycles and effects removed when the civic is lost.
- Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.
- The Unplugged traits now properly display their descriptions.
- Updated species trait tooltips to be consistent with 4.0 changes.
- Removed the unintended energy upkeep on Habitat Orbitals.
- The Grand Battlement of Steel now properly provides soldier jobs.
- Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.
- Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.
- The Vivisection First Contact Events should now behave properly for Evolutionary Predators.
- Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.
- Cradle of Souls aura surge now respects defense platform limits.
- Mindwarden Enclave's defense fleet doesn't spawn debris anymore.
- Sociocultural History should no longer appear for Wilderness empires.
- Fixed Evolutionary Predators stealing dna from Mindwarden species not rewarding reptilian dna.
- Experiment Engineer job uses the flat amount of crime considering the pops' happiness.
- Fixing outliner sometimes changing order of categories on show/hide/tab change.
- Fixed empires (most notably pre-FTL) being generated with the wrong habitability preference.
- Psionic species trait no longer show up in the empire creation menu if you're a machine species.
- Mindwarden empire will now be able to be force-spawned
- Advanced AI Empires galaxy parameter will now spawn the right amount of advanced empires
- Player origin randomization will now always allow non-advanced origins
- Allowed colonization of black needle planet when its associated Treasure Hunters empire is integrated or destroyed
- The Endbringers origin and Augmentation Bazaars civic are now incompatible, preventing a block on all ascension paths.
- Add branch-offices bonuses for almost all Shroud civics
- Shroud civics requirements improvements
- Cetana is now allowed even if a Shroud-Forged empire is in the galaxy as intended
- To prevent the Arc Furnace deposits from lingering upon its removal, the Arc Furnace now adds unique deposits to planets in the system.
- Prevent double base entry in some tooltips
- Add missing description for Assault Wardens army.
- Give Evangelising Zealots personality to the Exiled.
- Give Gestalt Chosen civics Growth node experience gain modifier.
- Fix Blind trait modifier not displayed in workforce tooltip.
- Shroudshaper trait now correctly grants telepath drones for gestalt empires.
- 4.1.4 open beta fix: Astral Rifts and Archaeology sites now work correctly, including retroactively on saved games.
- Shroudshaper trait now correctly grants telepath drones for gestalt empires.
- Shroud-Forged can serve in the military if you have fully embraced the Animator of Clay.
- Shroud-Forged can now serve as leaders.
- Shroud-Forged leaders cannot gain the Synthetic leader trait.
- Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.
- Radiotrophic pop upkeep now applies
UI
- Stopped showing unavailable ships in the naval capacity ship size limit tooltip.
- Resettlement window shows integer jobs amounts instead of floats.
- Calling reward text now fits in every language
Stability
- Prevented crash when no authority was available for a government during galaxy creation.
- Fixed crash when clicking on traits from the summary screen when editing a user empire.
- Fixed crash in shroud view when resync has been done.
- Fixed crash when disbanding armies.
- Fixed crash that sometimes happen when custom planet names are used in galaxy generation
- Fixed crash when tooltipping certain elements in planetview and resync happens.
- Fixes crash when clicking auto complete on already designed space fauna in the designer
- Fixed random crash in astral rifts when finishing and the exploring country is not set.
- Fix pop group decline logic to not get stuck in inf loop when "invalid" pop groups are left by script.
- Fixed OOS due to faulty reading growth data from savegame.
- Fixed OOS caused by paragon.549
- Fixed OOS due to coordinates generating slightly different between windows and posix for mindwarden systems.
- Fixed OOS from fleet position
- Fixed OOS due to species ID exceeding max int32 and being truncated
4.1.3 (2025-09-26)
4.1.3 patch notes
- Fixed default leader tiers not being loaded properly from a savegame, sometimes causing Psionic traits to be lost
- Removed invalid armies from savefiles after planet occupation issues
- Fix versus the open beta: Stop removing allied armies from planets not in combat
- Teeth of the Eater no longer use naval capacity when merged into fleets.
- Made Natural Design mutually exclusive with Shroud Civic and Origin combinations that would prevent ascension
- Raiding stance will abduct Pre-FTL pops again
- Colonist jobs are now available for Tankbound species
- Fixed ground battles finishing instantly
- Death Cult sacrifices are now once again available at the start of the game
- Death Cult sacrifices now require at least 100 Mortal Initiates
- The tankbound Toxoid portrait now counts as potentially having a big brain
- Secondary empire color is now used for country borders
- The reduction in planetary district capacity by deposits granted by the Composer of Strands is negated if you have a covenant with them or are forging your own path. These planetary deposits have additional effects in this case as well.
- Fixed crash in the planet view demographics tab
- Fixed crash that could occur in the Shroud view
4.1.1 (2025-09-23)
4.1.1
- Rare CTD when interacting with the precursor selector in the galaxy settings.
- Prevented early patron relations initialization by checking for potentials before country initialization.
- Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you did not own The Machine Age, likely causing another CTD.
- Added a robust technical safeguard to prevent that CTD even if there is incorrect script.
- Resource Consolidation and Void Dwellers now once again start with energy and mining districts.
4.1.0 (2025-09-22)
Shadows of the Shroud DLC
The ‘Arc of Ascension’ is complete at last with Shadows of the Shroud.
- Overhauled Psionic Ascension
- Like the other Ascension Paths, Psionic Ascension has now been elevated with an Ascension Situation that explores the impact Ascension has on your Empire. Your moral and ethical decisions will influence your attunement to the domains of the Shroud, culminating in your first delve as you Breach the Shroud.
- Track your exploration of the Shroud in the new Shroud Panel, which will show your current attunement to the domains of the Shroud and provide means to influence your spiritual travels. Attuning to a domain grants Accords, and the local Patron may offer you a Covenant: Power for a price.
- The Shroud contains 4 Major Patrons, 8 Minor Patrons, and 2 Great Patrons, though not all can be encountered in a single playthrough.
- Encounter new events when "Delving" into the Shroud, including 4 new Psionic technologies for ship components.
- A new path through the Shroud where you reject Covenants to forge your own way, beholden to no Patron.
- An overhauled End of the Cycle
- Psionic Auras
- The power of the Shroud can influence corporeal reality through Psionic Auras. These manifestations of the strength of your attuned domain or Patron spread outward from your colonies but can be countered by the Shroud Seals of the Mindwarden Enclave.
- 3 New Origins
- Shroud-Forged: The guidance of a Shroud entity comes with a cost. The entity known as the Animator of Clay has taken a special interest in this Machine Intelligence civilization.
- Mindwardens: Freedom is meaningless without sovereignty of thought. Carry on the fight of your ancestors by defending the galaxy from psionic threats.
- Endbringers: IT IS NOT YET YOUR TIME. BUT IT COULD BE.
- 6 New Civics
- Entropy Drinkers
- Secret Societies
- Superstitious Beliefs
- Experimental Sentencing
- Tankbound
- Chosen
- Expanded events when delving in the Shroud
- Plus 80+ additional new galactic anomalies and events (unrelated to the Shroud)
- 8 New Paragon leaders
- 2 New Relics
- Mindwarden Enclave & Shroud Seals
- New Shroudwalker Enclave interactions
- Proxy Wars introduced
- Hive Minds and Machine empires can now Psionically ascend
- Advanced Psionic Governments
- 13 New portraits
- Psionic shipset
- Mindwarden shipset
- Advisor Voice
- 4 New Music tracks by Andreas Waldetoft
Stellaris 4.1.0 'Lyra' Patch Notes
Features
- Significant improvements to the Planet UI based on player feedback.
- The Planet UI now makes better use of horizontal space available even at our lowest resolutions.
- City Set and Environments have been re-exported at higher resolution to reduce blurriness.
- Surface Tab:
- Build Queue is always visible.
- More information in the Planet Summary, including the Planetary Decisions button
- Multiple buildings can be sequentially added to the build queue from the same building specialization
- New District Specialization icons
- Management Tab:
- Added Monthly Pop Summary including Growth, Migration, and Assembly information
- Reworked the Current Population information to show more and clearer information about your pop groups. Pops are now sorted by Species, Strata, and then Group.
- Economy Tab:
- Added Workforce Summary providing more easily accessible information
- Improved Tooltips for jobs, which now show the total production and upkeep of all pops working that job (instead of just showing the pop-based production and output).
- Holding ALT will show estimates for 100 Pops working that job in these tooltips, allowing for better job-to-job comparisons.
- Armies Tab:
- Recruitment is now part of the main window.
- Holdings:
- Mostly just arrangement changes.
Balance
- The Fallen Shipyard planetary feature now gives 1 miner per 25 pops, not 1 per 4 pops.
- The Ship Junkyard planetary modifier now gives 0.5 alloys and 0.5 engineering research per 100 miners instead of 1 of each.
- Combining Planetscapers and Arc Welders will only spawn blockers that block a single district.
- Planetscapers will now spawn two different blockers on your homeworld.
- Slaver Guilds and Indentured Assets now provide Job Efficiency for Slaves. These civics no longer enslave a percentage of your population. We intend on revisiting them in a future update to find a better way to fulfill their fantasy.
- Leaders governing planets and sectors now gain 10 XP whenever planetary infrastructure (districts, district specializations, or buildings) are constructed. If a planet has a local governor and a sector governor, the local planetary governor will take priority.
- Rural support district specializations that add trade upkeep to farmers, miners and technicians, now scale greater on ringworlds, since ringworld districts have as many jobs.
- Necromancers now produce Society and Engineering research instead of Physics and Society research.
- Removed automation from Telepath jobs - you cannot automate telepathy effectively
- Planetary Ascension cost reduction is now capped at 90%.
- Reduced the initial power of Resource Consolidation, but allowed the origin to ignore the tech requirements for the Machine Worlds AP.
- Buffed the Dread Encampment to provide additional research production (and upkeep) to Necromancers.
- The Computation Core Focus policies now affect job efficiency for selected jobs instead of planetary production of selected resources.
- Hive Sensorium Sites now require the Cultural Heritage technology. Hive Minds can now research this technology.
- Cultural Heritage technology now requires Planetary Unification instead of being a starting tech.
- Heritage Site technology is now Tier 2 instead of Tier 1.
- Hypercomms Forum technology is now more expensive.
Bugfix
- Fix auto-culling prioritizing culling breeding adults over babies
- The Chosen can no longer be declared the most delicious aliens in the galaxy, letting you contact them early when they are still sealed away.
- Fixed an issue where the game would not let you build Ephaptic Clusters after researching the technology.
- Cloned leaders will now also clone their flags and variables from the original leader
- You can no longer build a grand archive over a sufficiently populated pre-FTL world
- Add safeguard for potential crash while handling graphics for capture space critter fleet order
- Fixed some tooltips saying that Scrap Miners were converted into Scrap Miners.
- Fix a crash when displaying growth tooltips
- Fix Federation perk modifiers not being localized properly
- Add missing modifier for Fanatic Pacifist
- Planetscapers can no longer start with more districts of a certain type than a planet can support (e.g. 7/6 generator districts).
- The Atomic Clock will no longer be able to make your Arc Furnace into a gaia world
- Paragons no longer spawn with all their bespoke traits as well as all their trait picks still available.
- Nanotech and Machine Foundry World flavor text displays correctly.
- Fixed armies shenanigans, resulting in randomly dying fleets
- Fix pop growth wildly varying between months by calculating it across species instead of per pop group
- Trade deposits in space be collected by mining stations
- Fix Maulers flying in circles instead of attacking
- The Prethoryn should no longer constantly attempt to colonize uninhabited habitats or ringworlds as they lack interesting biomass.
- Fix pop groups changed from purge to slaves staying in promotion job
- Fixed The Nursery event telling you that it will advance your Evolutionary Predator situation even when you don't have the origin.
- Fixed an exploit where if you got a resort world through trade or integration it would stay a resort world. Allowing you to get multiples of them.
- Integrating a subject will no longer leave you with their dimensional fleets in perpetuity.
- Fix Wilderness jobs having malus workforce for 1 month at game start
- Fix the workforce tooltip of wilderness pop jobs never showing modifiers
- Gave the Riddles Decoded modifier a proper icon.
- Fixed Synaptic Sub-Processing stating that it only gave +2 jobs
- Fixes not all pops being properly assigned to jobs and not calculating workforce multipliers properly
- Pre-sapients now once again need feeding
- Robots don't get Bonus Growth anymore
- Planet UI now shows Downgrade again instead of Destroy for upgraded buildings
- The evolutionary predators agenda granted by mutation traditions now grants other species mutagenic habitability
- Fixed amenities on the Storm Relief Center for Wilderness
- Fixed job efficiency modifiers for disconnected drone citizenship
- Slaves should be less likely to get stuck in a "repurposing" job.
- Job modifiers now correctly apply to production for the Overlord
- Stopped the Botanical Paradise project from attaching to the science ship discovering it.
- Made the Arc Furnace dismantling not leave any lingering deposits.
- Repairing a ruined Arc Furnace no longer gives too many mineral deposits.
- Hive and Machine worlds now correctly have access to district specializations for harvesting of betharian, rare crystals, exotic gases and volatile motes.
- District specializations for strategic resources now correctly check you have the required technology.
UI
- Gestalts and Robots can now have their migration controlled
- Large species selection buttons in the species list will now work even when hovering over some other tooltip triggering UI element inside the button.
- Updated city sets and environments to higher-resolution versions with standardized 800×400 px layers.
- Fix Last Month Growth of species or strata sometimes being incorrect
- Improve Growth tooltips at the species level
- Improve production and tooltip display of job types triggered static modifiers
- Improve the tooltip when hovering the name of a job in planet view
- Fix a bunch of resources display discrepancies in the holding tab
- Improve District Specialization requirement tooltips
Performance
- Fixed various scripted localization performance issues related to the Paragons content
- Diminish the number of VFSExists from portrait evolution
- Default texture lifetime management is now forbidden for CInstantSprite.
- Reduces the frequency of portrait texture file existence checking
- Branch office planet profits are calculated monthly instead of daily
- We no longer create a fake country on the death of great leaders
AI
- The AI should now build defensive platforms in orbit of deep space citadels.
- Improved AI behaviour for agendas granted by ascension paths
Modding
- Scripted localization for renowned and legendary leaders have moved to the actual leaders. So we now have set_leader_tier and is_leader_tier on the leader scope for them. They can be defined in common/leader_tiers
- tier attribute is now supported for the create_leader and clone_leader effect. And the same goes for the ethic_leader_creator scripted effect
- Add owner_or_space_owner scope
- Added the on_zone_complete on action.
- Remove unused can_be_cleared_override and add can_be_cleared_potential to deposit type. If false, the clearing buttons and infos are not shown
4.0.9 (2025-05-13)
Stellaris 4.0.9 Patch
Performance
- REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
4.0.8 (2025-05-13)
Stellaris 4.0.8 Patch
Stability
- Fixed a circular dependency in the French localization that would cause a crash.
4.0.7 (2025-05-13)
Stellaris 4.0.7 Patch
Bugfix
- Localization has been updated for most text.
- Species modification cost is no longer divided by 100 twice
- Machine Nexus Designation no longer mentions Amenities
- Tech-World Designation description is more specific.
- Behemoth death animation particles are now spawned correctly
- Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
- The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
- The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it.
- Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
- Random ethics changing should now work properly and not complain about invalid pop group
- The shipyard should always display ship design names for military ships again.
- Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
- Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits.
- Fixed duplicated description for Numistic Shrine
- Now only applies empire size penalty on edict costs, not the full empire size
- Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
- Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
- Refined timeline localization
- Planetary Administration and other buildings, and General Traits now correctly give Armies
- The Perpetual Lightning modifier now has a description
- Horizon Needle description now specifies where it has to be built.
- Fix Automated Workforce not applying correctly district level.
- Multiple auto modding traits will now work together.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
Balance
- Refitting a DSC no longer costs unity
- Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
- Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
- Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
- Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
- Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
- Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
- Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully.
UI
- Leader upkeep is now rounded to 1 decimal for consistency
- Clicking top bar resource a second time now always closes the market view
- Fixed recommended DLC staying visible after exiting the empire selection view
Performance
- Improved performance when hovering over population number in planet view
- Fixed a major performance issue caused by outliner starbase entries
- Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
Stability
- Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
- Fixed CTD when dlc is not readable for unknown reasons
- Fixed CTD when events without options are timing out
- Fixed invalid memory reads when finishing species modifications
- Fixed invalid memory reads as a result from on_pop_growth on actions
- Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
- Fixed expansion planner species entry crashing in tooltip
- Fixed replace zone confirmation popup sometimes crashing
- Fixed crash in grow_pops console command.
- Fixes ground combat CTD
Modding
- local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
- Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
- Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
- Removed build_pops console command and changed grow_pops to do growth, assembly and decline.
- Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet.
4.0.6 (2025-05-09)
Stellaris 4.0.6 Patch
Bugfix
- Fixed the preftl.180 event having no options for Ever Hungry empires.
- The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level.
Stability
- Prevent CTD from a district containing less built Specializations than expected to
- Fixed crash when an event has no valid options.
- Fixed one more CTD in government view using invalid species data
- Fixed CTD when cleaning up armies on country being destroyed
Modding
- CreatePopGroup effect no longer creates any pop group for invalid species.
4.0.5.1 (2025-05-08)
Stellaris 4.0.5 Patch
Improvement
- Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.
- Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots
- Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement
- FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.
- The fallen materialist's Master Archive now grants additional research options
- The spiritualist fallen empire's shrine now offers improved shroud communing
- Font of Knowledge now includes all of the 4.0 research buildings
Bugfix
- Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip
- Fixed some duplicated text on the strong and very strong traits
- Blocked Behemoths from laying eggs in combat
- Fixed the Artifact Relay decision for hive minds
- Fixed the Galactic Market Nomination decision
- Fixed Fanatical Purifiers and Devouring Swarm getting the 'Declare a Rival' Empire Focus
- Bio Titans built in GDF service should now be made of meat and not metal
- Fixes ethics divergence always switching the entire pop group instead of amount
- The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires
- Colonization can not be started again if there's already a colony ship in progress.
- Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire
- Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month
- The Automation Buildings should only show up in a research option once now instead of four times.
- Fixed multiple pre-FTL buildings sticking around after their owners had been invaded
- Advanced AIs now start with some extra unity
- Genocidal Necrophage empires no longer start with a Chamber of Elevation
- Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed
- Finishing Biomorphosis while having 7 tradition trees shouldn't reward a ghost tradition tree
- Fixed the Planetary Supercomputer demanding paperclips
- Permanent Employment now correctly starts with 400 zombies
- Added missing loc from Sanctuary World designation tooltip
- Scavenger Bot is now named correctly in the Timeline Event.
- You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)
- Fix issue where fleet/ship stats were not updated correctly when modifiers changed
- Fix modifiers not having an effect on displayed Fleet Power
- Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs
- Bodysnatchers now may edit Population Controls, similar to Necrophages.
- The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.
- Officials can now get Architectural Focus trait from Resourceful Ascension event
- Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels
- Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.
- Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives
- Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.
- The Empire Focus "Build an Agricultural District" now requires food use to draw
- The Empire Focus "Finish First Contact" can now be completed
- The Empire Focuses "Have 1000 Consumer Goods" and "Have 1000 Food" have been blocked for ineligible empires
- The Empire Focus "Conquer a Homeworld" is blocked for empires that lack an interest in politics
- Empire Focus "Sign a Research Agreement" is blocked for homicidal empires
- Fatal Mutations no longer cause complete planetary extinction
- Pox Bombardment for some weird reason no longer works on mechanical beings
- Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)
- Fixed the Identity Repository scaling at 100x the value it should
- Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.
- Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.
- Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!
- Fixed the size of the smaller Behemoths
- Fixes to the crystal manufactory system and event chain
- Fixed missing icon for the Truce End notification
- Bodysnatchers and Genesis Symbiotes are now properly incompatible
- Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones
- Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers
- Machine Worlds support basic generator and mining job buildings
- Fix to Planet Automation building upgrades
- Fixed a number of tooltips for Luminary traits
- Fixed some cases of leader trait picks not being given correctly.
- Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.
- Agrarian idyll Housing tech now correctly tells you what it does
- Buildings having sapient pop requirements will now list the number correctly
- The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!
- Behemoth now gets value properly from mutations
Balance
- Reduced the biomass cost for planetary expansion for wilderness by roughly 50%
- Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center
- Void Dwellers now start with up to 3 hydroponics farms depending on food requirements
- Further tweaks to the ethics effects of civilians:
- Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%
- Increased the amenities for pacifists by 10x
- Doubled the trade for egalitarians.
- Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.
- Knights OP:
- Halved the number of knight jobs from most sources
- Squires no longer grant the stability of soldiers
- Reduced the Bonus Pop Growth from the Lover's Pox
- Reduced the Stability from Memorialist job swaps
- Updated Scientist Expertise traits
- Assault armies now cost food instead of minerals for empires with biological ships
- The life support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability
- Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.
- Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200
- Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1
- The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity
- The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.
- The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.
- The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.
- Curator Councilors no longer grant nigh infinite amounts of trade production
- Synthetic Fertility pops now die off much slower
UI
- Changes to modifiers are now mirrored in the UI immediately, even when paused
- Re-added pop decline alert.
- Improvements to the Build District tooltip
- Now tells you it will Build a District if you can afford it and click on it
- The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.
Stability
- Fixed a common OOS after hotjoining due to leader trait assignments
- Fix common OOS related to wrong cached data about planet profit
- Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
Performance
- Make creation of unnecessary jobs more sparse to reduce amount of objects.
- Make creation of jobs more sparse to reduce amount of objects.
Modding
- Updated species_uses_bonus_growth game rule to match can_species_procreate
4.0.4 (2025-05-07)
Stellaris 4.0.4 Patch
Balance
- The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
- Amenities Updates:
- Logistics drones now produce additional amenities if Instinctive Synchronization is taken
- Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
- Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
- Communal Housing grants 2000 housing and 3000 amenities.
- Utopian Communal Housing grants 4000 housing and 6000 amenities.
- 100 Entertainers now give 1250 Amenities instead of 1000.
- The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
- Reverted many of the leader changes:
- Leaders once again gain traits at every level.
- The number of trait picks per level has been set back to 2 by default.
- Low level traits that were merged and buffed remain so.
- It automates:
- Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
- Automation tooltip now mentions the scaling upkeep
- Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
- It automates...even for hives.
- Gestalt Machine Empires can now turn off Migration Controls.
- Maintenance Drones now auto-migrate like the Denizens that they are.
Bugfix
- Fixed space fauna cost values
- Fixed various checks for Offspring Drones that were broken
- Fixed the Permanent Employment civic
- Fixed the planetary supercomputer not having the same modifiers as the research institute
- Fixed the Logistics Hub going missing from the game
- Fixed a broken modifier on the Hive Confluence building
- Fixed telepaths not gaining correct modifiers
- The Clone Army starting event no longer fires twice
- Commercial specialisations now accept all urban buildings
- Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
- Neglected bio-trophies should now show on the planet UI and have a happiness penalty
- Fixed planetary deposit researcher interactions with gestalt empires
- Maintenance drones now count as better than slaves for assorted checks
- Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
- The opinion penalty for purging pops have been reduced by 100
- The amount of Menace gained from purging pops has been reduced by a factor of 100
- Fixed the Splinter Hive Holding being 100 times more effective than it should have been
- The Coral Portrait now has access to rooted instead of the platypus.
- AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
- Debris is no longer incorrectly displayed as coming from our own empire.
- Scripted species can now inherit their parent species rights instead of getting default rights
- The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
- You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
UI
- The Build District icon is now more clearly labelled.
- Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
- The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
- Clearing a blocker will open the Build Queue if it is closed.
- Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
- Fixed some modifiers from jobs being unlocalized in tooltips.
- Fixed being able to disable event messages if their default settings haven't changed.
- The pop totals in the job strata tooltip are now consistent with the strata UI.
- Fixed missing information in tooltips for why you can't upgrade buildings.
Stability
- Added more safeguards around ship graphical culture to avoid a crash
- Fix CTD happening when hovering over some leader traits in the selection UI
- Fix CTD related to districts getting deleted while a specialization was in the build queue
- Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
- Fixed issue with script killing pops assigned to a job may CTD
- Fixed CTD in colonization view due to invalid deposit entry
- Fixes CTD in planets and sector view due to species
Performance
- Multiple AI performance optimizations
- Reduced memory footprint in growth calculations
- Threaded and cached procreate calculation on pop groups to improve performance
- Reduce calculations done for planet economy
4.0.3 (2025-05-06)
Stellaris 4.0.3 Patch
Features
- Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
Bugfix
- Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
- Devouring Wilderness now correctly generates biomass from eating pops
- You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
- The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
- Fixed shattered rings not showing generator districts
- Fixed some unity buildings being broken
- Fixed politicians having double the resource output they should
- Fixed the bullet points for various species traits
- Fixed empire size from district modifiers being applied twice
- Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
- Fixed assembly specialization for machine worlds giving the wrong jobs
- Fixed the council position for worker coop providing the incorrect amount of amenities.
- Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
- Fixed some localization issues with some planetary decisions (English only)
- Fixed some tooltips mentioning regular jobs for wilderness
- Fixed Wilderness colonization button
- Fixed the Avatar Forest's volatile mote upkeep being too high
- Fixed the Thermoclastic Roar using improper syntax for killing pops
- Fixed some biological offspring ships not calling the correct 3d models
- The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
- Pre-FTL planets should once again have their buildings
- Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
- Fixed ai megacorps not having an influence budget to build branch office buildings with
- Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
- Fixed space fauna gauss weapons dealing -100% hull damage
- Fixed biological ship point defense and flak being identical
- Fixed juggernaut fusion reactors being equippable on titans not juggernauts
- The Faculty of Archaeostudies no longer gives broken jobs
- Fixed a planetary deposit making gestalt physicist jobs require consumer goods
- Fixed budding pops making robot assembly plants sometimes stop working
- Empire with the catalytic processing civics now start with additional food districts
- The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
- Fixed some trait tooltips overstating effects by a factor of 100 (English only)
- Ancient Clone Vats can now be built in any urban district specialization
- Added tooltip description for Wilderness Refining World.
- Virtuality no longer allows an infinite workforce loop
- The experimental ship from the War Fragment now scale
- The experimental ship from the War Fragment no longer drops debris
- You can no longer build the Wilderness Glade holding on unnatural worlds
- The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
- Fixed numerous buildings sticking around after a Wilderness took over a planet.
- Fixed numerous event buildings not having a biomass cost for Wilderness
- Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
- Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
- Improved post game Behemoth Behavior
- Fixed biological ships not having logistic upkeep
- Fixed habitats spawning with a broken orbital
- Civilians are now generated with a mix of ethics
- Pops are now created with a randomly selected ethic when appropriate.
- The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
- The Core focus task "Establish a Branch Office" can now be completed
- Fixed Natural Neural Network maintenance drones
- Fixed Spanish Translation of Precinct Houses
- Fixed all rural districts being destroyed when losing a colony
- Fix to an unemployment tooltip
- Fix issue with colonization on planets, specifically seen on shattered rings
Balance
- Logistic Drones now provide a small amount of amenities
- The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
- Buffed Prosperity traditions
- Significantly buffed the scientist expertise traits
- Wilderness and Nascent Stage are now incompatible
- Nerfed spawning and assembly specializations for hive and machine worlds
- Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
- Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
- The chance to get the cultist's flagship is now 20% instead of 100%
- Districts for Wilderness Empires now cost 50 Biomass
- The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
- Reduced the extra society research from zookeepers
- Civilian ethic outputs have been adjusted
- State Academy now has a planet cap of 3
- Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
AI
- Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
- The AI now values buildings that modify production more.
Stability and Performance
- Fixed a crash when exiting to main menu
- Found an issue with Weaver growth auras that was lagging the game:
- The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
- Significantly improved how Biomass is calculated
- Improve loading time of late game saves
4.0.23 (2025-08-28)
Stellaris 4.0.23 Patch
Balance
- Ion Cannon reactors now have more power output. Auto-designed ones should now be less likely to run out of power for the main armament.
- Auto-modding traits will now scale to 100% efficiency even if a pop group is assigned to multiple jobs.
Bugfix
- Fixed an issue with job assignment not being able to fill all jobs on a planet properly. This was most visible for Virtuality
- Fixed Necrophage secondary species refusing to work any Worker jobs on game start
- Fixed necrophage purge sometimes not generating pops.
- Fixed Agrarian Villages disappearing on wet worlds for non-angler empires
- Fix Planet view job types tooltips being wildly incorrect
- Jobs that require non-slaves should now actually enforce that limitation
- Several space fauna weapons are now correctly tagged as space fauna weapons
- Fixed being unable to fire the Devolution Beam
- Capturing Tiyanki in your Gravity Snare will no longer make the galactic community mad at you for hunting them. You are just putting them in a nice protected enclosure.
- Effects that create a pop group will now correctly generate a tooltip entry
- Completing the Clone Potential special project will no longer block Clone Army empires from undertaking non-Cloning ascension paths.
- Prethoryn Scourge now purges pops on planets they occupy
- Damn the Consequences now explains what it means to damn the consequences
- Fixed multiple broken text icons in non-English languages
- Head of Education can now correctly be filled by both Scientists and Officials
- Fixed an issue that caused the Distribute Luxury Resources decision cost to cap out very early.
- Fixes some country map colors being white upon loading of the savegame
- Fixed Corporate angler councilors being a tenth as powerful as they should have been.
- Fixed automation building not having upkeep, or being able to build two in a single district under some circumstances
Stability
- Fix to a relatively common crash related to the toast notification manager
4.0.22 (2025-08-21)
Stellaris 4.0.22 Patch
Improvement
- Significant quality of life and system changes to Wilderness empires.
- To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.
- Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.
- These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations.
- Grown pops now spawn in a default stratum and job (like “Civilian”) instead of being unemployed their parents' stratum
- Planetary Automation no longer actively tries to keep some civilians around.
- Improved planet modifier tooltips so they display a better source than "From Buildings”
- The Technological Ascendancy AP now unlocks research policies allowing you to increase the draw weight for technology categories
- Added Research Restriction policies, allowing you to massively reduce the chance of drawing dangerous technologies (for example if you want to use automated research without researching these technologies).
- Added the Refactored Restrictions to the Ethical Guideline Refactoring GalCom resolution, which increases the draw chance for dangerous and rare technologies.
- Added demands to the Technologist faction pertaining to Research Restriction policies.
- Being humiliated by the Materialist Fallen Empire while undertaking Cosmogenesis will lock you into the “Restrictions Imposed” policy for up to 10 years, significantly decreasing the chance of drawing Cosmogenesis-related technologies.
- Updated modifiers that affected the cost or upkeep of both buildings and districts to instead affect planetary infrastructure cost or upkeep (which includes buildings, districts and district specializations).
Balance
- The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.
- Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
- The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots
- 20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.
- Shattered Ring Origin now starts with two additional Scrap Mining districts.
- Various guardian space critter factions will now ignore ftl inhibitors.
- The diplomacy tradition "The Federation" now also gives 25% progress in the Federation Code technology
- The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.
- Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)
- Substantially increased the base Command Limit of fleets and most sources of Command Limit. We know you were going to doomstack those fleets anyway.
- The Charismatic and Repugnant traits (and their robotic, cybernetic and overtuned equivalents) now additionally provide job efficiency modifiers for elite strata and bio-trophy jobs. Go forth and pamper the galaxy's most adorable creatures!
- Decreased amenities granted by housing buildings
- Reactor Boosters now give a percentage boost to reactor output.
- Later growth stages of biological ships now have an inherent reactor output percentage boost.
- Rebalanced trade policies for regular empires.
- Wealth Creation: 50% Trade, 50% Energy.
- Consumer Benefits: 50% Trade, 25% Consumer Goods, 25% Conversion Tax.
- Marketplace of Ideas: 50% Trade, 25% Unity, 25% Conversion Tax.
- Trade League: 50% Trade, 15% Energy, 15% Consumer Goods, 15% Unity, 5% Conversion Tax.
- Holy Covenant: 50% Trade, 37.5% Unity, 12.5% Conversion Tax.
- Mutual Aid: 25% Trade, 20% Energy, 20% Minerals, 20% Food, 15% Unity.
- Strategic Resource and planetary special feature balancing:
- Assorted planetary features that gave rare crystals or exotic gases from technicians now apply to miners or farmers respectively
- Added new District Specializations for strategic resources and some special features:
- Rare Crystal Extraction district specialization to Mining Districts
- Volatile Motes Harvesting district specialization to Generator Districts
- Exotic Gas Capture district specialization to Agricultural Districts
- Central Spire district specialization for the Urban Districts of certain Relic Worlds
- The industrial sector planetary feature on relic worlds now gives +6 farming district capacity
- The Betharian Processing district specialization now gives additional miner jobs to the mining districts.
- Reduced the strategic resources production of industrial jobs from refineries, chemical plants and crystal plants.
- Reduced the strategic resources production of industrial jobs from ancient refineries.
- Increased the minor artifact cost of the ancient refinery.
- Increased strategic resource cost and upkeep for several research buildings.
- Further adjustments on strategic resource balancing.
- Refinery buildings now add +0.25 strategic resource income to industrial jobs at the cost of 1.25 minerals or 2 food.
- Mote Harvesters, Gas Extractors and Crystal Mines now give +0.5 strategic resource income to rural jobs instead of +1.
- The Nanite Transmuter and Dimensional Replicator have had their outputs and upkeep roughly doubled.
- Logistics Drones now give a base output of 6 trade and 500 amenities per 100 jobs (was 4 trade and 250 amenities) however they now have an upkeep of 2 energy (for machine empires) or 2 minerals (for hive empires)
- Increased both the base job weight for Logistics Drones and the job weight when a planet is low in amenities.
- Significantly increased the base amenity production of the Deployment Post (the capital building for newly colonised planets by machine intelligences)
- Relic world dense ruins now give -25% district capacity instead of -6 district capacity.
- Some more polish for the Resort World
- Nanotech research facilities now have a planet cap of 6.
- Nanotech researcher job swaps now have innate nanite upkeep.
- Nanotech research facilities now only affect engineering jobs.
- The Situation Progress awarded for Evolutionary Predator Empires when they discover alien genetic material in events now increased the situation progress by 5%, 10% and, 20% rather than static values.
- Slavery Updates for non-Slaver Guild empires: Unemployed Slaves intentionally do not demote into Civilians, but remain as Unemployed pops in the Worker stratum. They do not gain additional happiness penalties beyond those they already have due to being enslaved. Unemployed Slaves can now auto-migrate without requiring a Slave Processing or Transit Hub building. Slaves in Domestic Servitude will continue to take Servant jobs instead of becoming unemployed, but will not auto-migrate.
- Increased the thresholds for "Rising Unemployment" events. Unemployed Slaves do not contribute to "Rising Unemployment" events. (They're not upset at not being forced into the mines.)
- Added Coastal Hamlets district specialization for empires that are both Anglers and Agrarian Idyll. These give Angler, Pearl Diver and Trader jobs (50 jobs of each type) and accept both Agriculture and Urban buildings. The starting Aquaculture district specialization is replaced with this if you have Agrarian Idyll.
- Subterranean Urbanization district specialization now grants 75 miner and 75 trader jobs per district (up from 50 of each)
- Aquaculture district specialization now grants 75 angler and 75 pearl diver jobs per district (was 100 anglers)
- Agrarian Villages district specialization now grants 75 farmers and 75 traders jobs per district (up from 50 of each) all cases
- Harmonised triggers for draw weights for farming technologies
- Halved the benefits from mutagenic spas/lubrication basins civics and doubled the penalties.
Bugfix
- Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.
- Fix Slaver Guilds constantly reassigning slaves and never enslaving workers
- Updated the ship role handling of the cosmogenesis biological ships
- Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.
- Fixes building limit calculation that was causing incorrect removal of buildings.
- Fallen Empire trade buildings should no longer self destruct
- The Corporate Embassy now correctly gives trader jobs for Worker Coop empires
- Fix to building limit logic that was destroying things like the Archaeostudies building.
- Land Appropriation once again kicks pops off their planets and makes them into refugees.
- Strategic resource maximum for invalid countries is now calculated as zero
- Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over
- If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.
- Synapse drones job modifier will use the correct icon in the building effect summary.
- Jobs production modifier fix in nested tooltip for Serviles trait
- Maze Harbingers now use the correct amount of naval capacity
- The hive Sensorium building no longer mentions Evaluators
- The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers
- Fixed Integrated Preservation still giving modifiers to Evaluator jobs
- Job swaps that require buildings on a planet now require the building to not be disabled.
- Improved consistency with the tooltips for the Galactic Curator civics
- Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.
- Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.
- Unrest.4200 will no longer generate descriptions that don't describe the planets.
- Improved dead object database
- Science ships can no longer continue progressing archaeological sites without a leader
- Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.
- Fixed Workforce calculations.
- Fix to Neural Chips in the Synaptic Lathe not functioning properly.
- Planetary Logistic Deficits slider should now correctly apply.
- Erudite trait now correctly applies to Leaders when gained through Adaptive Evolution
- Fixed certain events not correctly creating buildings when initializing planets or otherwise changing AI controlled worlds.
- Fixed unused portraits blocking custom prescripted countries from being considered for spawning
- Fixed Pop group modifiers of Deposits not being handled
- Fixed specimens not filling exhibits when room is made
- Fixed bioships designs with the same name being exploitable
- Fixed GDF alloy cost reduction not working
- The Spare Organs species trait will no longer interfere with Envoy assignment. Death now relieves them from their duties.
- Purging now properly disables regular pop upkeep because we really don't budget for the dead
- Fleet that are fighting are no longer eligible for special project requirements
- Civilians will now be properly used in the Lathe
- Updated Synaptic Reinforcement and Industrial Maintenance edicts to account for 4.0 changes.
- Robots no longer benefit from Cloning Vats
- Fixed the Housing tooltip not correctly showing district modifiers
- Fixed Buildings modifiers not being calculated at game start
- Fixed some duplicated entries of haruspex occurring from spiritualist federations
- Wilderness empires now have a fallback if their capital buildings are deleted during the monthly tick.
- Updated the Chronicle Drones production tooltip to reflect that they no longer produce amenities.
- The Lethal Ecosphere blocker will no longer require a technology to clear, cleaning up the technology view.
- Leviathan Parades should now have the name of the beastie you killed in the title again.
- Fixed a few more cases in which pops that should be bio-trophies weren't be pampered correctly (for example refugees that were insisting that they were being purged)
- Pops resettled to the Synaptic Lathe should no longer retain any belief that they still belong to any social stratum that isn't being part of a computer
- Stasis Wardens no longer scale their own or Civilian workforce into infinity and beyond
- Dramatically increased the weight for Offspring Drones, meaning that your planets are more likely to employ them and avoid the negative modifier.
- Fixed Pirate Events not spawning pirates
- Artisan Drones now have a food upkeep instead of a mineral one if you have a Catalytic Processing Civic.
- Fixed the space time anomaly saying it converted physicists into dimensional researchers.
- Added volatile mote cost and upkeep for alloy reclamation plant.
- Fix commercial pacts saving their last month value incorrectly, leading to them sometimes not giving any trade value
- Removed duplicated entry in clone vats upkeep causing them to cost 45 food per month instead of 30.
- Script profiler no longer collects data for ship logistics if it does not actually do the calculations
- Fix the presapients of Gestalt Genesis Guides not all joining the Conserved Fauna job
- Popgroups will now have portraits other than the default one
- The cap for the number of armies supported by a species is now one per 100 pops instead of one per pop to match the 4.0 pop counts.
- Fixed farming districts on relic worlds that went missing from the open beta.
- The behemoth superweapon now correctly turns ecus into relic worlds.
- Ship Experience Mult modifier now works as expected
- Mindless robots are no longer eligible for social welfare
- Fix commercial pacts saving their last month value incorrectly, leading to them sometimes not giving any trade value
- Removed duplicated entry in clone vats upkeep causing them to cost 45 food per month instead of 30.
- Implemented loc fix for Warform recruitment dialogue uses "reparations" instead of "repairs"
- Fixed formatting issues in several tooltip text: Stalwart Network civic description, message in outliner for starbase upgrade, removed unnecessary quotation mark for research points
- Fixed edge case with has_active_building Alien Zoo Building checks
- Fixed some GalCom modifiers tooltips
- Technocracy Civic now mentions you start the game with an additional Scientist
- Fixed a case that would let people stack behemoth eggs on top of ruined ones
- Luminary Leaders no longer get Backup Clones as they interfered with the Origin
- Growth modifiers from Traits and Strata don't scale on Pop group size squared anymore
- Multiple auto modding traits will now work together.
- Fix ships with a jump drive being able to use bypasses they shouldn't and getting stuck
- Fixed megastructure resource harvesting not always being shown even though it was happening
- Fixed armor for biological ships displaying the regen values for shields in tooltips
- Added a missing 'a' to a seven-year-old localization string.
- Updated Synaptic Reinforcement and Industrial Maintenance edicts to account for 4.0 changes.
- Fixed awoken Fallen Empires not expanding
- The Nothing to See Here Achievement now requires you to have a cloaked military fleet in your enemy's capital, a science ship will not do!
- Fixed titans for biological shipsets sometimes not having ship names.
- Improved AI budgeting of titans for biological shipsets.
- Hard Reset Origin, "Machine of War" event text correctly references the planet.
- Fallen Empire robotic assembly techs now take into account your policy on robots
- Fallen Empire robotic assembly techs now require you to have invented robomodding
- Re-introduced the effect description for the Ministry of Acquisition, Energy, and Extraction
- Getting the Genetic Entertainment event multiple times should now properly only generate 3 options.
- Setting Slaves to Livestock should now force them into their new "job".
- Slaves should be less likely to get stuck in a "repurposing" job.
- Unemployed Slaves should now appear in the Worker stratum as Unemployed Slaves instead of disappearing entirely.
- The tooltip explaining automatic migration has been updated to the way it works in 4.0.
- Fix Contingency not finishing off Planets after destroying starbases
- Fixes triggered planet modifiers not applying properly (like Budding)
- reanimated_ship_fire_rate_mult and space_fauna_ship_fire_rate_mult should be applied the same way as ship_fire_rate_mult
- Fix Happiness modifier from Factions not always being applied
- Fixed Penal Colony giving the non-existent "Warden" job. Instead it gives enforcers per pops.
- Ships gained from the Cultist event ship will no longer be unable to be destroyed.
AI
- The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
- Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.
- AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.
- AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.
- AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.
- AI now has a better opinion of housing buildings and will not blow them up as often.
- AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.
- Reduced the "stickiness" of trade and urban designations on planets
- The AI now has a greater preference for Cruisers and Battleships.
- Adjusted AI priorities regarding research and trade targets.
- The AI is no longer quite as gung-ho about Defense Privatization.
- AI will no longer spam amenity buildings if it doesn't actually need them.
- AI will no longer mix unity or trade district specializations with research or industrial specializations.
- AI will now re-evaluate planet designations once per year.
- Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
- The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
- The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
- AI Void Dwellers will now correctly budget alloys towards building Districts.
- Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all
- AIs now have distinct advanced and endgame economic plans that focus largely on Research, Naval Capacity, and whatever it is they use to build ships.
- The AI is less enthusiastic about building Storm related buildings.
- Fixed Reanimators and Bio-repurposing custom debris
- Stability and Performance
- Fixed an OOS at reconnect related to the bureaucrat job
- Fixed OOS related to Specimens and Exhibits
- Several OOS Fixes including one Num_Pop_Groups OOS
- Fixed an OOS when a client uses a different language from the host
- Fixed CTD related to specimens
- Fixed another OOS at reconnect
- OOS fix related to bombardment and ground combat
- Potential OOS fix related to Grand Archives
- Fixed undefined behavior in planetary construction (potentially leading to CTDS:s and OOS:s) of Districts and Zones as well as replacing/upgrading/repairing Buildings, Districts and Zones.
- Fixed crash when using the "Alerts.ShowAll" console command.
- Fixes OOS due to ship construction time is calculated to 0 on client but correct on server
- Improved the logic that checks for hidden Cutholoids
- Fixed OOS with ship positions due to combat.
- Fixed biomass growth on_monthly being called for non-wilderness empires
- Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines
- Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish!
- The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms
- Minor improvement to refugee_effect
- Minor improvement to handling modifiers
- Memory leak fix from faulty pattern.
- Reduced amount of calculations and allocations in ship logistics calculation
- Reduced amount of calculation for handling/building of data used for ship/component target selection in combat.
- Optimized the script side calculations of biomass. Non Wilderness empires will no longer try to tally up their citizens as potential biomass reserves.
- Fixed potential crash when finishing terraforming process
UI
- Update Deposits when a blocker is cleared while Planet view is open
- Centered the army icons to be in the middle on background
- Habitability and Dig site no longer overlap each other in the Planet UI.
- Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.
- Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.
- New icon for strange wormhole
- Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.
- Pop Strata with no possible unemployment (like Civilians) hide the Unemployment values in collapsed planet jobs view
- Improved District tooltips:
- Hovering a district now shows the scaled and separated modifiers
- Hovering the build button shows the values for a single district (this is what you'll gain)
- Instead of being essentially omnipresent, the orange briefcase in the outliner now indicates that you have 500 or more Civilians + Unemployed pops on the planet. (100+ Unemployed pops should still override it with the red briefcase.)
- Added alert settings to the settings menu.
- Removed "Filter by Type" from message settings.
- Fixed situation alerts showing the wrong severity based on current stage.
- Abbreviate big faction pop numbers
- Automation Building building asset won't leave its frame anymore
- Fixed the description of entries in the situation log sometimes being empty
- Building Assets are now centered instead of being anchored to the top right corner.
- Improve tooltip for using a bypass when unable to do so
- Fix Armies tooltip missing the actual upkeep and only showing its details
- Fix overlap in Outliner's army entries
- All District Backgrounds assets now share the same height
- Fixed some inconsistent highlighting in tooltips of the topbar
- Large species selection buttons in the species list will not work even when hovering over some other tooltip triggering UI elements inside the button.
- Reduced modifier calculations on ships
Modding
- Add district_limit to buildings
- Console commands now use country index instead of country ID, making them easier to use
- Add displace_pop_amount effect that simply raises on_pop_displaced
- Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)
- Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.
- It is now possible to override the Icon for the dynamically generated modifiers by adding a [modifierName]_icon entry in the localization.
- Added on_queued, on_unqueued, on_built effects for district specializations
- Added a capital_tier parameter for capital building and an associated planet scope trigger.
- Refactored the has_x_capital scripted triggers to account for capital building tiers
- Added ship_reactor_power_add/mult modifiers
- The num_empires trigger now correctly counts the number of empires instead of the number of fallen empires. Whoops.
- should_add_ship_to_debris now uses growth stages instead of designs
- Added overlay_icons for districts which displays sprites overlaid on the district icon.
- Added support overrides for district grid boxes and district backgrounds
- Add <district_type>_max_mult modifiers and rename <district_type>_max to <district_type>_max_add
- Added federation_modifier option to crisis perks.
- Buildings, districts and district specializations don't need triggered descs for job descriptions, they are now automatically generated
- Fixed create leader effects not adding traits in some cases if randomize_traits is true.
- Create leader effects now correctly add pending trait selections if randomize_traits is false.
- Create leader effects no longer ignore levels in the traits list if randomize_traits is false.
- Traits in the create leader effects now support random_negative and random_common.
- No longer check prerequisites for traits in create leader effects (except for random traits).
- Re-added support for "add_trait = <trait>" syntax for leaders.
- Added divide_over_pop_groups support for triggered planet modifiers. So that modifiers can be used that apply for the pops instead of always being divided by the pop groups
4.0.21 (2025-06-17)
Stellaris 4.0.21 Patch
Improvement
- Storm Aftermath events will no longer happen in systems where you are constructing megastructures. Meaning that it will no longer randomly spawn an anomaly under your dyson swarm that was 99% done.
- Save game transfer speed is now increased in multiplayer by default. If you encounter difficulties in transferring saves, the host can change to using the former transfer mode through settings.
Bugfix
- Memorialists now give their priests the ethics modifiers their civic tooltip promises
- Armies that have landed on planets show properly in the outliner
- Reforming the government to Genesis Guides allows building Genesis Arks
- Ringworld districts now correctly spawn on pre-ftl ringworlds
- Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.
- Fixed the leader survived notification text
- Fixed Fear of the Dark random empires being able to get bioships
- The Purity Breach event can no longer destroy colonies
- Fixed an error preventing refugees from behaving properly
- The Fatal Mutations event should no longer destroy colonies
- The Necrophage Purge option will now only be displayed if you can take it, this is to avoid confusion when pops might be getting purged in your empire unintentionally, such as Hive Pops being disconnected from their hive.
- Evolutionary Predator Empires can now once more gain and keep the Psionic Ephase trait
- The Entrepreneur traits once again grant Commercial Pact Efficiency
- Serviles should no longer end up as Specialists or Elites
- Removed an errant plus from some of the mutagenic habitability tooltips
- Fixed the tooltips listing the effects for the Subsume World decision and Xeno-Compatibility AP
- Biologist jobs that aren't zookeepers now have the correct upkeep.
- Fixed an issue that could occur when machine empires colonised ringworlds.
- Fixed an issue where AI empires would respond with generic text when accepting a Status Quo peace deal, instead of dynamic responses.
- Corrected a localization issue where an AI empire accepting peace would incorrectly refer to the player as having "better things to do" instead of themselves.
- Secondary specializations for fortresses and civilian industries on special worlds correctly have doubled jobs.
- Transport ships for eager explorer civics now equip a subspace drive if you haven't researched hyperdrives. They will automatically swap once hyperdrives have been researched.
- Fix a tooltip in the Demographics tab of the Empire view
- Gestalt empires have access to fallen empire trade buildings
Balance
- Necrophage fixes/buffs:
- Pops with the Necrophage trait can now grow (slowly) even if there are pops being Necrophaged on their planet.
- Reduced the Pop Growth Speed penalty on the Necrophage trait from -75% to -50%.
- Necrophages begin with more of their prepatent species (and fewer of their Necrophage species).
- Necrophages (and other empires that have multiple species present) should no longer sometimes start with unemployment.
- The Resettlement Prohibited policy now grants +100% Automatic Migration. (In other words, banning manual resettlement increases automatic resettlement.)
- Empires with biological ships can now access repeatable technologies for explosive weapon damage and fire rate
- Machine Worlds now always have their maximum number of jobs.
- Resource Consolidation now starts with fewer Generator and Mining Districts, due to these districts providing 600 jobs each.
- Resource Consolidation no longer has the Malfunctioning Replicator Bay blocker
UI
- The Colonize planet button can now be accessed on the management tab as well as the surface tab
Modding
- Add refresh_auto_generated_ship_designs effect
4.0.20 (2025-06-13)
Stellaris 4.0.20 Hotfix
- Stability: Fixed a remaining issue with loading savegames crashing or freezing the game.
4.0.2 (2025-05-05)
Stellaris 4.0.2 Hotfix
Stability
- Fixed crash by preventing the deletion of a ship design that was only present in a build queue
4.0.19 (2025-06-12)
Stellaris 4.0.19 Hotfix
- Improvement: Habitats once again can build Archives in their habitation districts
- Stability: Fixed issue with loading savegames crashing or freezing the game.
4.0.18 (2025-06-11)
Stellaris 4.0.18 Hotfix
Balance
- Reverted all fallen empire building limitations from 4.0
Stability
- Two more potential OOS fixes
4.0.17 (2025-06-11)
Stellaris 4.0.17 Patch
Improvement
- The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
- Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
- District specialisations now visually swap to the appropriate art and district names for easier differentiation.
- Secondary districts now have double the jobs of the primary districts.
- Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
- Further Improved the Behemoth Fury endings
- Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
Starbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.
- Habitation districts on knight's habitats now swap to the Order's Demesne.
- The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
- Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
- Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
- Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
- The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
- AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.
- The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.
- The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!
- Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.
- Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)
- Updated weights for techs that unlock rural district specializations
- Doubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).
Bugfix
- Fixed Wilderness issues
- It should no longer implode randomly.
- Balanced effects for Innate Design with Wilderness.
- Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
- The Wilderness Subterranean Cache building can now be placed in urban and trade district specializations
- Fixed Synaptic Lathe issues
- The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it differently than you did, but your post helped in identifying the issues.)
- Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
- The Synaptic Lathe purge should once again benefit from things that modify purge speed.
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)
- Fixed how Synaptic Lathe is being displayed in the sector view.
- Fixed non-slaves being assigned to jobs before slaves.
- Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
- Virtuality Civilians are now also properly deleted if they do exist somehow. Non-Virtual Civilians can still exist for Virtual Empires.
- You may no longer scrap 50% of your virtual pops for alloys.
- Fixed issues where free traders could start with too many buildings
- Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
- The composer of strands should no longer devolve thousands of pops. 400 is plenty.
- The Pioneer Politics Agenda now has an appropriate icon.
- Enabled the Heartgrove district specialisation for Wilderness empires
- Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
- Fixed a rare scenario where Driven Assimilators couldn't assimilate.
- Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
- Space Fauna ship size selector will correctly display ship model preview.
- Space Fauna designer will show the progress bar when creating a new design.
- Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
- Conquered Starbases will no longer have text appear on the "Return Starbase" button
- When checking if ship designs are identical, we now ignore the order of components within a section.
- Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
- Update Districts display if their swapped appearance changes
- Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
- Habitats now get their districts even when not colonized yet
- Added tooltips to the Behemoth mutation option icons
- Reset Starting System when changing Origins when needed during the Empire Creation
- Mechromancy Empires purging organics once again generate cyborg zombies.
- Blocked Fallen Empire resource extraction buildings from the 6 government building slots
- Blocked the Surface Quarry building on ringworlds and habitats
- Nanotech Research buildings now give regular research jobs, but swap engineers to nanotech researchers
- Researchers for machine intelligences now use more appropriate icons
- Updated the effect tooltips for the Trium Atmospheric Deodorizer(tm) and Cyberdome.
- Empires with Genesis Guides civics now start with a food stockpile and some food income.
UI
- The "Save As New Design" popup now updates the Save button immediately when you edit the name.
- Fixed ship designer not updating the design name when you change it to the currently saved name.
- Improve Buildings tooltips modifiers handling
- Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
- Fixed some planetary modifier icons that were low resolution
- Fixed some modifiers not appearing in the empire size tooltip.
Performance
- Reduced mil power recalculations done by outliner fleet entry
- Reduced habitability recalculations done by pop growth/decline
- Reduced amount of times planet view tries to update pop group clothing
Stability
- Fixed crash in accepting peace due to deal containing transfer of non existing starbase
- Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)
- Fixed mismatch in synchronized/unsynchronized nemesis handling in the voidworms AI that might lead to OOS when becoming a crisis.
- Six more Out of Sync fixes
Modding
- Adds swap_type and swap_type_weight for districts to District Specializations.
- District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
- Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
- Added can_change_category to pop categories.
- Changed various effects using pop amount/size to allow 0
- Added ship_uses_corvette_reactors and ship_uses_destroyer_reactors scripted triggers
- Added planet_is_habitat_equivalent, planet_is_ecu_equivalent, and planet_is_ring_world_equivalent scripted triggers which are used to determine the job numbers for district specialisations instead of checking the planet classes directly.
- Updated scripted triggers for districts
- Updated scripted triggers for zones
- Updated inline scripts for some research district weights
- Updated events for zone assignment upon a planet becoming a hive, machine or nanite world
- Removed unneeded script for ecus transformations since industrial districts no longer exist
4.0.16 (2025-06-05)
Stellaris 4.0.16 Hotfix
Bugfix
- Wilderness Empires will no longer destroy themselves when spending biomass
- Virtuality will not delete unemployed pops on colonization
4.0.15 (2025-06-04)
Stellaris 4.0.15 Patch
Improvement
- When a species is modified the new version will now automatically be the default
- Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
- Technologies that when researched upset Fallen Empires are now marked as dangerous.
- Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
- The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
- Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
- The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
- You can no longer smuggle out Biomass from Wilderness Empires
- Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
- Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
- Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
- Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
- Gestalt empires can now access Fallen Empire trade buildings
- Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
- The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
- There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
- Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
- The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
- The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
- Refactored Tzynn Tithe to use the new pop system and being much prettier script
- You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
- Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
- Pirates will no longer decide to set up shop in Leviathan controlled systems.
- The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
- Updated the Esteemed Quartermaster trait to mention 100 Soldiers
- Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
- Deep Space Citadel will no longer display duplicated models in certain situations.
- Added missing descriptions to Space Fauna tab in Fleet Management.
- Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
- Fix Grand Archive thinking it's still destroyed after being rebuilt
- Fixed leaders getting the wrong number of trait selections.
- Cloned leaders now copy pending trait selections from the original.
- Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
- Aligned Genetic Memory tooltip with effects
- Fix missing description for the coordinator job
- Corrected job information for Justice Complex and Ziggurat of Justice buildings.
- Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
- Fixed Automation buildings not having any upkeep on habitats
- Fix Robot species with negative traits costs sum declining
- Uplifted presapients now correctly enter the Civilian stratum
- The Nanite Interdictor can no longer equip both cruiser and battleship reactors
- Fixed Job Efficiency modifiers for species types not working in some cases
- Fix Synaptic Lathe view not always updating properly
- Colonizing planets will now take damage again from bombardment
- Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
- Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
- Regular colonies will be destroyed if all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony that just would not die.
- Idle gestalt drones now demote much faster.
- Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
- Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you research any new ship tech.
- Ecclesiastical Center colony designation now has proper tooltip
- Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
- The planet view's portrait is now correctly displayed after changing planet class
- Common Ground federation allies now start with Planetary Administration building.
AI
- Significant adjustments to AI priorities.
- The AI can now sell Energy for Trade.
- The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
- The AI will no longer feel content with itself if it has 10000 Pops.
- Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
- AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
- Add tooltips to Focus Card rewards
- Fix an empty cost string in the Change Focus confirm popup
- Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
- Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
- Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
- Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
- Fixed traits override for clone_leader.
- Added more info about traits to create_leader and clone_leader documentation.
- Most Pop effects that use amounts can now have a randomized range
- add_building will no longer add districts that can't be built.
- Add country modifiers to District Specialization types
- District Specializations can now be limited per planet and/or empire, like buildings
- We now have an add_variable effect to complement the subtract_variable effect
- Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
4.0.13 (2025-05-22)
Stellaris 4.0.13 Patch
Improvements
- Behemoth Fury is now available to Wilderness Empires.
- Improved tooltips for the following civics:
- Functional Architecture/Constructobot
- Environmentalist
- Astro-mining Drones
- Maintenance Protocols
- Ascensionists
- Augmentation Bazaars
- Brand Loyalty
- Death Cults
- Dimensional Worship
Balance
- Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
- Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
- Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
- Logistic Drones are now Complex Drones not Menial Drones
Bugfix
- Fixed invaded pre-ftls not becoming biotrophies
- People once more die when they are put in the Lathe
- Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
- Pops that are being pampered will now be forcibly switched to the correct living standard
- Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
- Corrected a tooltip bug where a planet would display itself as a possible migration target.
- Fixed capitalisation for resources in trade policies
- Updated assorted modifiers that still referred to Clerks
- A Trade deficit now causes Job Efficiency and Empire Size issues
- Fixed the tooltip for the Polymelic trait
- Armies now protect 200 pops from raiding, not 2
- Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
- Blocked the Development focus task Form a Federation for some empires, for example homicidals
- Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
- Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
- CyberCreed pops with Ritualistic Implants can now colonise planets
- Fixed Recycled and Luxurious traits not applying to Roboticists
- Catalytic Processing Civic now lists correct information regarding job swap
- Cost for repairing orbital rings when you use bioships is now correctly calculated
- Gale Speed trait gained from Defeat no longer causes errors
- Fixed scope for LeaderShipSurvivalReason
- Fixed scope bug for ruler in leader_election_weight
- Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
- Updated tooltip for Warrior Culture civic
- Added a pre-list colon to the Feudal Society civic's tooltip
- The everychanging stone can no longer cause artisans to have negative mineral upkeep
- Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
- The Planetary Supercomputer no longer has an empire cap of 1
- The Research Institute/Planetary Supercomputer no longer give scientist capacity
- Added dashes to Traits tooltips and list items
- Fixed trigger logic for criminal syndicates and federations
- Fixed Offspring Bioships not being visible in game
- Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
- The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
- Stopped removing occupation armies for bombarded and invaded planets on savegame load
- Repairing ruined buildings in zones is now always possible.
Performance
- Flattened pop job modifier node into planet one
- Made clearing modifiers a fire and forget job
Stability
- Fixed a possible OOS when a player leaves the game.
- Fix CTD when generating a Cosmic Storm mesh.
- Fixed a random freeze when loading save with stations containing multiple defence platforms.
4.0.12 (2025-05-21)
Stellaris 4.0.12 Patch
Bugfix
- Clone Vats should once again have the correct planet limits.
4.0.1 (2025-05-05)
Stellaris BioGenesis and 4.0 “Phoenix” Release Notes
BioGenesis Features
-
Overhauled Genetic Ascension
- Choose from three Ascension paths: Cloning, Purity, or Mutation
- Evolve your empire's government into one of 18 enhanced authorities
- Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
-
Biological Ships
- Command living fleets that evolve alongside your empire
- Replaces the classic Corvettes, Frigates, Destroyers, Carriers, and Battleships with Maulers, Weavers, Harbingers, and Stingers
- Customize these ships for specialized roles, from close range brawlers to support vessels, each capable of empowering allies and weakening foes
- Two new biological shipsets, Spinovore and Shellcraft
-
Player Crisis Path - Behemoth Fury
- Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
-
Three New Origins
- Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
- Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
- Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
-
Hive Fallen Empire
- Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
- Fielding mighty Dark Matter Biological Ships, see if you can research some debris before one of the fragments awakens, absorbing the others.
-
Eight New Civics
- Genetic Identification
- Crowdsourcing
- Civil Education
- Stalwart Network
- Familiar Face
- Aerospace Adaptation
- Shared Genetics
- Bodysnatchers
-
Deep Space Citadel Megastructure
- A versatile new defensive station capable of holding off powerful enemy fleets at any system.
-
12 new Species Portraits
- Evolving and changing with levels and leader roles
-
Phenotype Species Traits
- 16 new traits based on the abilities of the species
-
Disconnected Drone Policies
- Maintain Hive-Mind drones in your regular, individualist empires
-
Spinovore and Shellcraft City Set and Diplomatic Room
-
Wilderness-themed City Set, Diplomatic Room, and Advisor Voice
-
New Music
-
65 new planet and terraforming events
-
Hive Mind authority and most civics are now unlocked by BioGenesis in addition to Utopia
4.0 ‘Phoenix’ Features
-
Planet Economy rework
- Planets produce and consume resources through Jobs.
- Districts provide Jobs based on their development.
- District Specializations dictate what Job types are provided by Districts and what buildings may be built.
- Buildings typically modify the output of the Jobs.
- The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
-
Pop Groups & Workforce
- Pops are now grouped together based on Species, Strata, Ethics, and Faction.
- Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
- Pops produce Workforce that fills up Jobs.
- A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
-
Pop growth reworked
- All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
- Underrepresented pops are no longer given population growth bonuses.
- Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
- All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
- The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
- Migration pacts now apply to auto-migration.
-
Empire Focuses and Timelines
- The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
- Empire Focus Tasks introduces short and medium-term goals for players to strive for, and offers an alternative way of unlocking key technologies.
- Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
- Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
- Task completion is retroactive and will award progress if drawn.
- Tasks may be discarded for a small cost in Unity.
-
Trade revamped into a standard resource
- Trade is now used as the Market currency.
- The Trade Routes system has been removed.
- Trade Production and Policies are now available to Gestalt’s through Logistics Drones
- Traditions, buildings and districts that previously affected maintenance drones now affect logistics drones
- Ships now have logistical upkeep paid by Trade
- Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
- Larger ships have higher upkeep.
- Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
- Planets now have logistical upkeep paid by Trade based on their local resource deficits.
- Local deficit costs vary based on the base market value of the resources.
- Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
- Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
-
Branch Office Refresh
- All Branch office buildings have been reworked to provide more interesting jobs to their host planet, increase local trade value, and their output now scales with branch office value.
- Branch office buildings are now all planet unique. The amount of building slots remains unchanged.
- Branch offices can now be opened on other corporate empires.
- All buildings now have an influence cost, doubled when building on another corporate empire.
- Most Corporate Civics now buff a specific branch office building, increasing its trade value bonuses and adding jobs to their capital planet.
- Added new branch office buildings: the Industrial Subsidiary and the Private Security Company.
- Criminal Syndicates can now establish commercial pacts, replacing their criminal buildings with the regular version. Regular buildings still provide a crime floor to the host planet if they are owned by a criminal empire.
-
Databank Game Library
- The main help button now displays the Databank where you can explore brief articles on many in-game concepts.
- With this effort, many aspects of the game’s UI have been filled with concepts, helping new players understand core mechanics.
- Clicking an underlined link in the UI of a concept that’s in the Databank opens that article and filters other related articles.
- The full external wiki is still accessible from a button in the Databank. Clicking it on the Databank start page opens the wiki start page. If a Databank article is selected, that article is opened in the wiki.
-
10 new Mammalian Portraits added to the base game
-
The Hard Reset Origin added to Synthetic Dawn
- Play as soldier Cyborgs, recently disconnected from your Driven Assimilator Overlord
Improvements
- Colonization flow has been improved.
- You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
- Colonization now completes when 100 colonists have grown or migrated to the new planet.
- Significant improvements have been made to the Species UI.
- One template per species can be set as the default template for that species, and other subspecies can be set to integrate over time into that default template.
- The trait selection UI when creating a new template has been improved.
- The special project window pops up and can be started immediately after creating a new template if desired. It is no longer absolutely necessary as you can use integration to slowly convert your existing pops.
- The Habitable Worlds slider in game setup now has a 'Rare' setting. There will still be a handful of habitable worlds in the galaxy, mostly from special events and guaranteed habitable worlds. Normalized initializer spawn odds to use a handful of scripted variables.
- Added galaxy precursor selection to game setup.
- As it no longer creates hybrids and thus no longer contributes to the inevitable decay of society (and framerate), removed the Xeno-compatibility toggle from Galaxy Settings.
- Added the Solarpunk City Set for all owners of the First Contact DLC
- Added the "Venerable Scientist" (Mandarin Language) Voice Advisor
- Added a Galaxy Settings slider for Cosmic Storm Devastation Intensity
- Added sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
- Leader Adjustments:
- As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
- The Under One Rule Luminary still gains leader traits every level.
- Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
- Increased the base number of leader traits to pick from on level up by 1. This is intended to reduce the chance of getting exclusively poor trait options without devaluing other sources of leader trait picks too much.
- Added an "Auto Select Leader Traits by Default" option to game settings, which defaults to Off. On game start or if you switch to an empire, it will toggle the setting on the Leaders tab to your selection. In Coop empires, this override only applies when the primary player of the country joins it. Changing the setting mid-game will not have any effect unless you switch countries.
- Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
- Adjective leader trait names reverted, for example Inquisitor to Inquisitive
- Significant improvements have been made to Message and Notification settings, providing you much more control over how you receive them.
- Updated the default message settings
- Revised strategic resource messages and added toast notifications
- Changed trader events into notifications with unique icons. Added sound effect.
- Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
- Patron Newsletter event was changed into a notification
- Terraforming Candidate Discovered Event is now a notification
- Order Restored event is now a notification
- Governing Ethic Shift event has been turned into a toast
- Faction Formed Events now appear as toasts following the first event
- Added additional event options to Corrupt Administration event and turned it into a notification
- Changed Inter-Dimensional trade increases event into a notification
- Changed Storm Spotted alert sound to something less intrusive
- Early Game Event Adjustments:
- Added unique event options and rewards based on ethics when settling your First Colony
- Added unique event options and localization for New Life Discovered events
- Reduced the frequency of the Rise of the Manifesti event chain
- Added missing reward to fanatic materialist for Comet Sighted event
- The Betrayal event has been revamped to include multiple options
- Adjusted mass extinction event chain localization and picture
- The Radical Cult event can now be forgiven and not chased around the galaxy
- Buffed the cultist battleship to make it a more worthy reward
- Reduced spammy First Contact events
- Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum remains a requirement, and the use of any debug commands blocks them.
- The "Victorious" achievement has been changed to "Win the game through any victory condition in Ironman mode."
- Open Beta Note: Pop related achievements have not yet been updated.
- Transport ships can now use cloaking
- Improved readability for event Covenant Formed
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
- Reworked Starbase window to harmonize naming and tooltips
- The Targeted Gene Expressions technology now allows you to remove species traits that Vocational Genomics can auto-mod into
- Assimilation and Subspecies Integration now happens monthly instead of annually.
- The number of pops assimilated each month is increased by modifiers that increase pops auto-modded per month
- The Overtuned origin now benefits from the +2 trait points from the Gene Tailoring tech in empire creation
- The Gorthikan Alliance now has the Gene Mentorship and Fleeting Excellence traits instead of Artificial Intelligence
- Renamed the Frozen climate to Cold to prevent confusion with Frozen worlds
- Added more potential random empire names to Hive Minds
- Reordered origins so that newer origins are shown first
- You can now surrender to the "Domination" wargoal of the Awakened Fallen Empires and immediately become a subject.
- Added the two new Society technologies Federation Code and Existential Campaigns
- Added the Celestial Orrery system
- You are 4x as attractive as you were before.
Balance
- Replaced all sources of organic pop assembly with new bonus pop growth modifier, increasing planetary growth instead of a single species
- Fallen Empire and Cosmogenesis Escort ships now have the same evasion value of 50
- Changed Curator Insight cost to scale with empire size
- Ascension Perks:
- Eternal Vigilance: Unlocks a new decision letting you automatically build defense platforms across all your starbasescan. Also it can be acquired early if you complete the Unyielding Tradition Tree.
- Archaeoengineers: Increased the reduction in minor artifacts cost for ship components from 10 to 20%
- Colossus Project: Now also gives -15% war exhaustion gain and -5% country ship upkeep
- Interstellar Dominion: Now also gives -50% empire size from systems
- Transcendant Learning: Now also reduces leader upkeep by 15%
- One Vision (nerf): Removed the -10% pop amenities usage
- Shared Destiny: Now also gives -20% Subject Specialist Conversion Time
- Enigmatic Engineering: Now has a very very low chance to let you roll Fallen Empire building technologies.
- Executive Vigor: Now also gives +15% council agenda speed
- Juggernauts now have 6 shipyards, up from 2
- Adjusted Anomaly spawn rates to improve the pacing of the early game.
- Both Guardian and Fallen Empire techs have had their base cost increased from 50K to 60K and 70K respectively
- Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)
- Priests from the Imperial Cult Civic now also scale from effective leader, effective councilor and effective ruler level modifiers
- Upgrading the Payback warship now uses starbase tech instead of ship tech
- The Orbital Speed Demon traits (Bioadaptability, Limited Regeneration and Social Pheromones) have been buffed.
- Bioadaptability now gives +30% Habitability Floor, -5% Amenities Usage and +5% Logistic Growth Speed instead of +5% Habitability.
- Limited Regeneration now gives +15% Army Damage, +10% Leader Lifespan, -5% Amenities Usage and +5% Logistic Growth Speed instead of +10% Army Damage and +10 Years Leader Lifespan
- Social Pheromones now gives -15% Housing Usage, -10% Amenities Usage and +5% Logistic Growth Speed
- Roughly halved the cost to modify species
- Rebalanced Species traits from Genetic Ascension
- Delicious/Felsic - now improve the job efficiency of Livestock jobs
- Natural Machinist - improves job efficiency of metallurgist and artisan jobs by +25%
- Nerve Stapled - now improves job efficiency by 15% and reduces empire size from pops by 15%
- Vat-Grown - now improves Bonus Pop Growth +33% and reduces required housing and amenities by 10%
- Erudite - now gives +30% job efficiency to Researcher jobs, -1 maximum leader negative traits and -10% leader upkeep
- Fertile - now gives +30% Pop Logistic Growth Speed, -10% housing usage and +10% happiness
- Robust - now gives +30% Habitability, +5% job efficiency and +50 years leader lifespan
- Tweaked the balance of the Leviathan traits:
- Drake-Scaled - now gives +100% army health and 0.5 alloys per 100 pops
- Polymelic - now gives +0.10 bonus pop growth per 100 pops
- Voidling - now gives +80% minimum habitability and replaces food or mineral upkeep with energy
- Increased the output of the Dyson Sphere VI from 500 unity to 750
- Replaced all modifiers that gave extra pops upon colonization with appropriate effects
- The Cloning technology now unlocks Clone Vats
- Knights of the Toxic God:
- The habitat now starts with 800 Pops, with a corresponding number of pops removed from the homeworld
- The Order’s Demesne district has been converted into a District Specialisation
- Buildings that gave Soldier jobs now give Knight jobs on the Knight Habitat
- Squires are now an uncapped job and replace Civilians on the Knight Habitat
- Squires now increase the job efficiency of Knights
- Various knight quest rewards now also increase the number of knights from the Order’s Keep
- Restrictions on combinations of civics and origins have been relaxed.
- Updated deficit situations to modify job efficiency instead of raw resource output of jobs
- Max Buildings Slots from technologies have been replaced with appropriate modifiers and rewards
- The Zroni Storm Caster now nullifies armors instead of shields, and makes shields 50% more effective.
- Habitability now affects job efficiency not resources from jobs
- Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
- Nerve Stapled now reduces empire size from pops
- Mercenary Adjustments:
- Investing in a Mercenary enclave costs food instead of energy if you or they use biological ships.
- Mercenary enclaves no longer reward you with free ships
- The jackpot payout from Mercenary enclaves now gives more research points.
- Mercenary Enclaves now have higher base resource income
- Fallen empire reinforcement fleets can now sometimes spawn titans or titan-equivalents
- Overtuned now only requires 1 Ascension Perk before it can pick Biomorphosis (Previously Engineered Evolution)
- Tweaked the minor artifact rewards from dig to make them more significant.
- Tiyanki energy siphons now grant a small amount of shields that are regenerated when they attack.
- The Deep Sea Diver job is now a worker strata job
- The draw weights for sensor technologies are now also increased by Subterfuge traditions and the presence of nebulae
- Once the War in Heaven is over the League of Non-Aligned Powers will find it a lot harder to stay together, as their common goal is gone.
- Arcane Deciphering can now reward all the non-unique Fallen Empire buildings.
- Removed the Transgenesis technologies, instead their effects can be directly access via the Genetic Tradition Tree Finisher
- Harvesting the DNA of Leviathans no longer requires the Gene Tailoring technology
- The Salvager can now sell Frigates and can now sell regular ships of the technology level of any of the their contacts instead of the technology level of the purchaser
- The Grand Herald dig site is now more common and can now use titan models for all non-biological shipsets that have been added since the release of Federations
AI
- Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.
- Imported some AI weights for starbases from the modding community - Credit to SirBlackAxe
- The AI will now attempt to use the Extort Favors espionage operation on empires at the top of the GalCom
- AIs will now consider their closeness to the Awakened Empires when deciding if they should join in the War in Heaven
UI/UX
- The system fleet icon tooltip now shows the total of the fleets' military power in the system
- Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
- Added an Assign Leader button to the leaders screen that lists available positions.
- Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
- Added a message setting button in event popup windows.
- Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
- Updated the message settings screen to give more space for the message list.
- Changed auto-unpause on the message settings screen from a spinner to a checkbox.
- Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.
- Adjusted research top bar dropdown to look more balanced, using the same settings as the strategic resource dropdown.
- Clicking the toast/alert for unlocked empire focus progression reward will now open the relevant progression reward panel.
- Renamed the Leader Pool "Recruitable Leaders" in both the UI and events
- Renamed the Planet Summary tab to Surface
- Renamed the Population tab to Economy
- Renamed Government tab to Overview in outliner
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
Bugfixes
- Clone Soldier Ascendants can now cyberize
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Research income can no longer be negative
- You can directly terraform from Toxic World to Hive World if you have both ascension perks.
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
- Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Treasure Hunters AIs now correctly go through the dialog events
- Fix Black Needle country spawning starbases
- Fixed too many AI empires being generated in coop games.
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Amenities icon fixed for Drone Storage and Hive Warren
- Checks if planet owner is primitive before applying sector or system bonuses
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Spitter Gun mutations have armor penetration
- Missiles mutations have numerals corresponding to tier in icons
- Nanite Infused Barb mutation requires nanites to build
- Ancient Driller Beasts mutations uses 88 as its M size cost
- Neutron Throwers mutation damage buff
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Handled dyson sphere flags on dismantling swarm while upgrading
- Fixed a broken tooltip inside of the "Extended Shifts" edict.
- Clone Soldier Ascendants can now cyberize
- Completing Inhibit Self-Deterministic AIs removes it from the situation log
- Fix the possibility to build multiple Grand Archives at the same time
- Only display relevant modifiers for Space Fauna ships in tooltips
- Reanimated space fauna ships cannot upgrade no matter what
- Black Needle fleet now correctly spawns to defend their base from bombardment
- Destroy Gravity Snare when there's no valid target anymore
- Broken Shackles check added for relevant Galcom events
- Strip Mine Decision is no longer available on artificial planets
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed situations start value being added multiple times.
- Special system initializers now respect the habitable worlds slider in game setup (to a degree).
- Planetary part of ringworlds no longer take on empire color
- First Contact was changed into a toast
- Added missing pre sapient loc string
- The dismantle button has regained its missing loc string
- Resolved scope error caused by toast target scope being set to root
- Advanced start empires can no longer have mining stations over resources they do not have tech for
- Fixed the Titans technology not listing the weapons it unlocks
- Fixed Champions of the Empire not applying to heirs
- Fixed the policy and government reform cooldowns being reset by advanced democratic authorities
- Clarified that Imperial Heirs don't have any upkeep
- Ship Designs now remember their graphic culture, so that when you edit a ship design from another culture you get their design, not yours (applies for Federations and the GDF)
- Fixed the Disruption Field starbase building being prevented from being built by a Comms Jammer
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Assorted species traits that affect leaders and/or research are now mutually exclusive with the Serviles trait
- Ship tooltips will now display the weapon type modifiers affecting them (such as explosive_Weapon_damage_mult)
- The Polaris System should no longer spawn near your borders.
- Planetary part of ringworlds no longer take on empire color
- Relic Worlds no longer trigger true using the is_dry scripted trigger
- Exploration Protocol secondary species empires spawning with the Void Dweller Origin now properly get their secondary species.
- Reanimated space fauna ships cannot upgrade no matter what, they are dead Jim
- Salvaging ships now works more intelligently, for example Cosmogenesis empires that salvage fallen empire ships will gain Cosmogenesis ships instead of regular ships.
- The space fauna large giga bombard now has the correct range
- Gravity Snare now disappear when there's no valid target anymore
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Only one planet colonization view can be opened at a time.
- If a starbase with strike crafts is disabled, it will now correctly destroy the strike crafts that it had rather than leaving them to fly around aimlessly
- Fixed the aquatic dragon ignoring machine ascension paths
- Fixed a hostile empire telling you that you'll need to be put down by yourselves
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Removing an ineligible ruler trait during character creation will now update the design eligibility right away.
- Adaptive Ecology will no longer increase the maximum allowed districts for artificial planets.
- Updated all planetscaper civics to use founder_species_growth_mult
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Treasure Hunters AIs now correctly go through the dialog events
- Broken Shackles events now react to more Galcom events
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Negative effects added to the Magnetic Disruption planet modifier
- Blocked the integrate_country_effect from inheriting gestalt nodes.
- Fixed the Starbase upkeep modifier not applying to starbases and only applying to their buildings and modules
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- Spitter Gun mutations have armor penetration
- Missiles mutations have numerals corresponding to tier in icons
- Nanite Infused Barb mutation requires nanites to build
- Ancient Driller Beasts mutations uses 88 as its M size cost
- Increased Neutron Throwers mutation damage
- Sector Modifiers will no longer be applied to pre-FTL worlds
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed some archaeo weapons having incorrect cooldowns
- Fixed the icons for biological & space fauna versions of disruptors, plasma weapons, arc emitters and energy lances not having the correct color
- Fixed Orbital Debris event from spawning in a system without ruined megastructure
- Lithoid resource traits no longer block cybernetic leviathan traits
- The Ancient Mining Drone Expansion fleet debris can no longer give you the technology for zero point reactors
- Added tooltip to Cutholoid Hunter and Voidworm Hunter modifier
- Reanimated Cutholoids and Voidworms ship size name are now consistent with other reanimated Space Fauna
Modding
- The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
- Added job game text functionality to hook up with scripted job swaps. You can do job_key.XXX, Planet.job_key.XXX or Country.job_key.XXX, where XXX is GetName/GetNamePlural/GetIcon. (So e.g. "My miner name: [miner.GetName]")
- City Sets no longer require Ships Sets to be defined, see Wilderness or Solarpunk as an example
- Pop Groups:
- Added
create_pop_group effect, use this instead of create_pop
- kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
- Add
transfer_pop_amount effect that transfers pops from a pop group to another
- This is an incredibly flexible effect so in addition we have replaced all instances of resettle_pop (code) with resettle_pop_group (script effect).
- Replaced all instances of pop_change_ethic (code) with pop_group_transfer_ethic (script effect)
- The trigger num_pops is replaced by pop_amount since there are now 100 times more pops
- Moved resource upkeep and production for pops from species archetype and traits to the resource tables for archetypes and traits, instead of them being part of the pop categories
- Jobs, Districts, Buildings, and Specializations
- Added tags to jobs, allowing us to easily group them for use in triggers num_pops_with_job_tag and num_country_pops_with_job_tag.
- Districts now support a list of specialization slots defined in zone_slots = { }, these slots define which specializations are valid in this district.
- If start = <specialization_name> is defined for a zone_slot, the specialization slot will automatically include this specialization.
- Zone Slots have include = { } and exclude = { } lists, typically held in inline_scripts which define which specializations are valid in the zone slots
- District specializations are built in zone slots inside districts and have building slots, defined by max_buildings = int
- Valid buildings for district specializations are defined by using any of the included_building_sets, excluded_building_sets, include, and exclude lists. Note that exclusion takes precedence over inclusion.
- Buildings must now belong to at least one building set.
- District specializations also support district_planet_modifier and triggered_district_planet_modifier which are planet scope modifiers that are automatically scaled with the number of districts on the planet of the same type that the district specialization is in.
- When a resource is spent to build a building or enact a decision, it is stored locally and can be accessed in script such as “on_queued” and “on_unqueued”, see Wilderness buildings for an example
- Biological Ships:
- Added a new scope "ship growth stage" or "growth stage" for short. Used for the sub-designs of stages that grow. Ship Designs contain everything that is true for all designs, while Growth Stages contain everything that's related to a specific Ship Size. Triggers have been updated.
- Added the "add_evolution_progress" console command, that adds evolution progress to all bioships in a fleet.
- You can now specify "growth_stage" in the "create_ship" effect to set the growth stage to use at creation (starts at 1)
- Added bioship_can_grow trigger to evaluate if a bioship has the potential to get growth progress
- Added target_focus parameter to ships and components to control if it focuses fire or spreads it among targets
- Added on_hit effect for weapon component templates
- Added repair_shield_percentage, repair_amount, repair_armor_amount, repair_shield_amount effects
- Added the has_armor_percentage and has_shield_percentage triggers
- Message Scripting:
- There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
- create_message target supports faction scope (clicking the message will open the factions view with that faction selected if it is listed).
- create_message target supports federation scope (clicking the message will open the federation view if the player is in a federation).
- Message notification background is now separated from the message type icon.
- Species Trait Tags:
- Species traits now support tags, similar to ship weapons. These are primarily used for the new triggers listed below as well as the new add_random_species_trait in the modify_species effect.
- To see how this is used check the “add_random_trait_evopred” effect in the biogenesis_effect.txt file.
- Added new field localized_tags to species traits used to show the corresponding categories in the trait tooltip
- You can now add one or more
portrait_override to trait, in case you want specific exceptions to the archetypes and species classes limiters. For example, if you wanted to make an egg laying, flat tailed, funny lookin, fast swimming, warm blooded duck billed web footed burrow digging p p p p p p platypus.
- Added
species_class_override and archetype_override triggers to trait. If those triggers return true, then the trait ignores the associated requirements (species_class or allowed_archetype)
- Added "trait_has_all_tags" trigger that returns true if the trait in the scope has all the traits in the list
- Added "trait_has_any_tag" trigger that returns true if the trait in the scope has at least one of the trait in the list
- Added "trait_has_tag" trigger that returns true if the scope trait has the tag used for the trigger.
- on_actions:
- Added the on_resolution_vetoed on action.
- New on_action on_favor_gained that gets triggered when a country receives a favor.
- New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
- Add on_ship_enter_fleet and on_ship_leave_fleet on actions
- Added the on_resolution_put_to_vote on action
- Game Rules:
- Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
- Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
- Added should_leader_gain_trait_every_level game rule.
- Added the species_has_uncapped_habitability_on_planet game rule, this sets the habitability ceiling for a species to use the HABITABILITY_CEIL_UNCAPPED define instead of the HABITABILITY_CEIL define
- Created new rule can_uplift for species
- Added the will_leader_survive game rule that replaces the leader death toast with a survival one.
- Added the should_colonize_use_terraform game rule, used to get the behavior Wilderness has with terraforming
- Added the should_hide_pop_group_size and should_hide_planet_sector_pop_amount which Wilderness uses to obfuscate the amount of pops on a planet
- Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
- Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
- Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
- Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
- Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
- Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
- Added gamesetup_settings script for configuring the settings list in game setup.
- Scripted loc can now be used in concept tooltips and the top bar tooltips.
- Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
- Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.
- Added auto_trait_prio support for planet classes
- TerraformLinks resource block now has the planet as from scope
- Added desc parameter to top bar multi-resource groups.
- Added spawner_planet event target link for armies to replace the old pop link
- Added parameter to Fallen Empire scripts to prevent using custom empire designs, see the Fallen Hive Empire for an example
- Added parameter to force the spawning of neighbors on system initializers, see the Fallen Hive Empire for examples
- Added support for leader class-specific skill level modifiers.
- Added support for triggers in starbase_level pictures
- Added "city_graphical_culture" triggers that test a given graphical culture (or that of a target scope) against the graphical culture used for the scoped country. If the target is also a country, it compares both the graphical cultures used for cities
- Graphical cultures now have
ship_selection_weight to calculate their chance of being picked by empires
- The "graphical_culture" trigger now works on species (return the culture associated with the species class) and can take a target, so like "graphical_culture = FROM" will return true if 'this' and 'FROM' have the same graphical culture
- You can now specify a global design when creating a starbase, but it only works for designable starbase size (ie the space citadel)
- Orbital and Planet Deposits now support habitat_modifier, which as you might expect from the name, applies a static modifier to the habitat(s) in the system.
- Added a update_node_portraits_if_gestalt_effect scripted effects
- Added documentation to the common/global_ship_designs directory
- Added keyboard shortcuts to scripted actions
- Support setting animation state from scripted action
- Added support for the shipclass_military_special to use cloaking
- Modified Empire Creation so it can handle normal in-game triggers. Removed local_human_species_class and local_human_origin triggers that were used in this context.
- dynamic_capacity can now be used for all resources not just those that use special_max_amount
- Moved AI only origins into their own file
- Added trigger parameter allowed_planet_classes_override to traits in order to override planet classes listed by allowed_planet_classes
- Added ai_should_not_restrict_system game rule
- Set ideal planets to also provide +100% Habitability so they work nicely with uncapped habitability
- Allowed using custom tooltips for forbidden peace offers in war goals
- Removed the "attraction_label" from the outliner UI to make more room for faction production.
- Added "system_modifier" and "triggered_system_modifier" to jobs to have modifiers that are transmitted inside the same system.
- Added "can_always_dismantle" flag to starbase levels to indicate a starbase type should always be destroyable
- Added the inner_radius trigger to determine the size of the gravity well of a solar system
- count_species_traits trigger now only filters by category when one is passed as a parameter
- Since we built the citadel anywhere, we needed a way to set its position. The easiest way was to do it in code, so now when you've set a starbase in your megastructure, the code will generate it automatically. However the megastructure will not be destroyed by code, so if you want to do that you still need to do it manually.
- build_outside_gravity_well flag in megastructures is deprecated, replaced with
build_type = inside_gravity_well/outside_gravity_well/around_planet used to determine where and how to place a megastructure
- Added scripted triggers for has_purity_ascension, has_cloning_ascension and has_mutation_ascension
- Added the can_add_mutation_traits scripted trigger
- Added is_purity_authority, is_cloning_authority and is_mutation_authority scripted triggers
- Added the generate_new_species_and_pop scripted effect to quickly add new species and pops to a planet.
- Unified all variants of the assorted plantoid and lithoid traits into single traits using the species_class_override parameter for species traits.
- Added the colony_age_years trigger
- Updated thrusters, FTL Drives, Cloaking Devices, Ship Reactors, Combat Computers and probably more to use scripted triggers
- Added custom_tooltip_with_modifiers support to starbase buildings and modules
- Added the upgrade_path parameter to ship components. For core components, components that have the same upgrade path are shown on the same row
- The "end" value of a Situation stage is now a scriptable value instead of just an int. It's evaluated when the situation is spawned, and then stays at that value for the duration of the situation
- Added Planet as a possible scope for the
has_deficit trigger
- Added the "damage_army" effect
- You can now restrict civics and origins by graphical cultures by using the "graphical_culture = { <restriction> }" restriction in possible or potential. It works like every other civics/origins restriction.
- Added "add_random_species_trait" to modify_species, which takes a trigger that's applied to all the possible species traits, and randomly adds one that fulfills the trigger.
- Added definition for invisible extra large turret
- Added a country_uses_bio_ships scripted trigger
- Technology Swap can now change the Area and Categories of the tech. For example, Corvettes (engineering, voidcraft), can become Brawlers (Society, Biology).
- Added a ruined_icon parameter to planet buildings allowing them to produce a different icon when destroyed
- Added planet_building_capacity_add, allowing planets to function like starbases producing multiple things at the same time
- Static Modifier Custom Tooltips can now have parts of their localization designated to be multiplied when a static modifier is applied. This allows for modifiers such as defensive_stations_tracking_add to be defined entirely in script
- Origins can now be given a room and city_graphical_culture argument to automatically change the players designs when the origin is selected. The AI should respect this too.
- The resources that appear in the top bar are now scriptable and conditional. See how Wilderness handles the Consumer Goods/Biomass swap as an example
Known Issues
BIOGENESIS:
- Armies do not cost food if you have bioships
- The Wilderness' City Set and Room art might swap to the Spinovore or Shellcraft Variant
- Empires with the Driven Assimilator and Bodysnatcher civics generate Nascent Stage trait pops with wrong species rights
- Rarely Pre-Sapient generated from Nascent Stage can work jobs (Fixed for 4.0.2)
- Players with Biological ships can build mechanical GDF Titans and Juggernauts
- Players in Federation can build mechanical ships with biological weapons and vice versa
*Aerospace Adaptation modifier remains on the planet permanently (Fixed for 4.0.2)
- Abandoned Hatchery fleets stay idle in your system when they defeat player's defenses
- Players are able to create ship designs with the same name
- Maulers and Weavers stop playing their animations when they enter combat
- Rarely attacking fleet do not close in to be able to fire its weapons and just flies in circles
- Newly acquired species will have Population Control enabled when playing with Bodysnatcher Civic
- Behemoth custom orders don't auto update when a new ability is unlocked
- Hive Purity Breach event kills 300 pops instead of 100
- Eternal Vigilance ascension perk does not build Defense Platforms on Deep Space Citadel every 6 months
- Orbital Habitat Mutation is structured differently
- The Behemoth doesn't play animations in combat
- The Behemoth's summoned fleet uses naval capacity
- The Behemoth doesn’t generate an explosion on death
- Behemoth class I replaces with the model of Behemoth class II on Death Animation
- Reinforcing bioships ruins fleet composition on the save
- Ship auto-designer is not adding growth gland to maulers and weavers
- Shield points modifiers apply to the Behemoth only after saving and loading the game
- Focus rewards mentions regular ships for bioship empires
- Wilderness Empires can be asked to build a Farming Districts and Regular Empires can be tasked with building an Orchard Forest (Fixed for 4.0.2)
- Conquering a pre-FTL world as a Wilderness Empire can leave you without a capital building. Best solution is to abandon the world and re-colonize it. (Fixed for 4.0.2)
4.0:
- Cybernetic Creed spiritualists don't handle ethic drifting well
- Planetary Designations have text issues on their tooltips
- Pop Group creating effect doesn't respect country ethics
- Gestation World Decision has unlocalized text
- There are too many redundant Pop Groups in the late game
- Slaves are switching between the Computing Component and the Slave job in the synaptic lathe
- Presapients in Genesis Guide empires with default slavery flicker between slave and presapient
- Forced Labour and Processing purging type do not have output
- Presapients not always taking Conserved Fauna job when you play with Genesis Guides civic
- Budding creates a tooltip entry for every pop
- New faction message setting shows multiple times
- Head of Research's previous job is displayed as a part of string ID
- T3 Researcher boosting buildings show job names for all empire types
- "Disband" option from the Army Details Menu is not reactive
- Pop groups being purged or slaves are listed in their tooltip as being demoted
- Unemployment tooltip is misleading
- Effect of the "Kinship" tradition is duplicated in its tooltip
- Country Defaulted has multiple of Pop Demotion modifier dupes on the tooltip
- Colony Abandonment costs are not only applied for the last movement of pops from a colony if the total population is less than 100
- Chemical Plants and Ancient Refinery Building Tooltip is missing Volatile Motes Icon
- Enforcer jobs not shown in planetary overview tooltip
- The Feral Overload event chain may decolonizes a planet
- There are issues with how the Portraits are displayed for Reptilians on Linux
- Ring Segments can have Mineral Support specializations
- Quantum Innovation Nexus using wrong text in the tooltip
- Ethics Attraction modifier from traits is not displayed in ethics tooltip in Faction Tab
- Receiving traits has no toast messages
- Alien Zoo building replaces Biologists against Zookeepers in tooltips everywhere instead of just on the planet it is built on
- Catalytic Processing / Organic Retrofitting as machine starts with deficits and no production of Food
- There are Farmers mentioned in the tooltip of Agriculture Districts while playing as a Hive-Mind Empire
- Displayed leader upkeep is rounded when hiring a new leader
- The game desyncs during multiplayer with error ECONOMY
- Sanctuary of Repose tooltip doesn't mention providing Death Chroniclers Jobs
- The tooltip for workforce does not display the modifiers that affect it
- Strata pop amount tooltips are inconsistent for pops moving between strata
- Building icons escape UI for building details and building boxes
- Not all Soldier related jobs/bonuses are replaced with Squires in Toxic God Habitat
- Awakened Empires do not expand even though they have an expansion plan
- Auto-generated concepts for techs do not show all of the technology effects
- Ships' animations in the ship details window reset after every daily tick
- Planetary Administration Upgrade Tooltip displays wrong information
- Habitat capitals UI tooltip doesn't show the pop upgrade requirements
- It is impossible to apply species templates to planets with low population
- AI tends to set their fleets to follow each other
- Central Spire planetary feature does not give researcher jobs
- Clicking on the Trade icon a second time does not close the market window
3.9.3 (2023-10-17)
3.9.3 - Patch Notes
Balance
- AI Empires are more likely to seek a federation if their rivals have federated.
- Federations (except for Hegemonies) now default to not permitting subject members.
- Having less than 50 Trust with an empire imposes a -100 Acceptance to them becoming your subject or overlord.
- Hydroponics Designation on habitats now swaps all jobs on the housing districts for farmers.
- Increased the importance of being more powerful than your vassal for loyalty purposes.
- Insulting someone decreases their Trust of you by 5.
- Rebalanced requirements for diplomatic treaties to require trust.
- Reduced how excited subjects get about things like shared sensors.
- Reduced the effect differing war philosophies has on federation acceptance.
- Removed the ability to trade favors.
- Replaced all +10% Districts on Habitats from technologies and traditions with +1 District on Habitats
- Replaced the upgrade habitat decisions with checks for habitat capital level instead.
- The Intimidation menace perk now allows you to ignore diplomatic requirements for proposing subjugation.
- The Pharma State civic now provides +1 Medical Worker job to capital buildings.
- The Unity from Rivals from the Animosity Diplomatic Stance has been reduced to 10 per rival.
- Trade Designation on habitats now has the housing district swap a clerk for a trader
Improvement
- Research, Energy and Mining District capacity on habitat complexes now have their own planetary features to clearly show the number of districts, current number of orbitals and maximum number of orbitals.
- The Crisis event chain will now use their bespoke event chain icon.
Bugfix
- Added is_scope_valid checks for anchorages.
- Fix to hiring events not being dismissed for other players in coop
- Fixed concept tooltips for starbase components.
- Fixed issue with nested tooltips and mouse tendency being incorrect when using UI scaling
- Fixed issue with some portraits being blurry on lower graphics settings due to mip levels being skipped. Disabled the functionality for portraits and related textures.
- Fixed the Node Culling gateway leading to an unlocalized string.
- Fixed Tiyanki occasionally not spawning correctly at the start of a Fruitful Partnership playthrough
- Massive Crater got its 25% pop growth back
- Restoring the Payback habitat when your homeworld is a moon now grants a minor orbital instead of a major orbital.
- Rewrote math for calculate tendency between mouse and nested tooltip window. This should fix issue with tooltips below and above mouse cursor behaving somewhat differently.
- Stopped interactions allowing multiple gaia-seeder buildings on a planet.
- The bonus provided by Eclipse from Enmity now correctly grants a 2% modifier instead of a 20% modifier.
- Updated the Eclipse tradition tooltip
- Updated the massive crater concept tooltip to accurately display the actual deposit.
AI
- Certain AI personalities (Federation Builders, Spiritual Seekers, Migrating Flocks, and Peaceful Traders) are now 25x more likely to select Diplomacy traditions.
- The AI will no longer request to be subjugated by empires that are equivalent or weaker than them.
- The AI will no longer request to become the subject or overlord of another empire unless they have 50 Trust with the other party.
UI
- The ship viewer's zoom speed is now scaled to the ship's size.
- Tooltips to select agendas now show the estimated time to launch the agenda, based off of your current agenda progress rate
- Trust between nations is now visible in the main diplomatic screen.
- When switching ships in the ship viewer, the zoom distance will now be preserved relative to the ship's size.
Modding
- Added documentation for concepts.
- Added support for more object types in concept tooltips.
- Fixed gridbox left and top padding not working.
- Some objects' auto-generated tooltips can now be shown as concept tooltips.
- Support building concept tooltips without valid scope.
- Calling non existing events should no longer crash the game.
3.9.2 (2023-09-26)
3.9.2 - Patch Notes
Balance
- Pre-FTL empires now have reduced technological development before the mid-game year.
Bugfix
- Anomalies that reward Scientist Expertise traits now apply those traits to the Cognitive Node for gestalt empires.
- Blocked empires without the Scientific Method technology from constructing research districts.
- Federations End should no longer spawn empty habitats if the pre-FTL slider is set to 0
- Fix a CTD when loading a save containing an invalid species archetype
- Fix for wrong value for evasion in ship design.
- Fixed being able to build multiple gaia seeders on a single planet.
- Fixed Fallen Empires not triggering their monthly random events
- Fixed pre-ftl civilizations that naturally progressed to the Early Space Age being unable to become space faring.
- Fixed Secrets of the ... no longer granting Expertise traits.
- Fixed stage 4 gaia seeders being buildable, but immediately destroyed by non-Idyllic Bloom empires.
- Fixed the Colonial Remains deposits not spawning for the Remnants origin in some cases.
- Fixed the Patron achievement not firing.
- Fixed the Prethoryn getting stuck because their starting system contains an FTL inhibitor that prevents them from expanding
- Fixed the Surveyor not spawning resources in some cases.
- Gardening Drones will no longer have an unlocalized string.
- Habitat Central Complexes constructed around stars should now be placed further away, so they no longer clip into the star.
- Industrial designation is now only available on habitats for gestalt empires, if they use consumer goods.
- Merc enclaves now inherit their shipset from their creator.
- Paradisiacal Habitat modifiers in Ithome's Gate no longer use placeholder icons.
- Restored -25% penalty if the government doesn't have a head of research.
- Set a manual planet size for the Toxic God star asset, as it otherwise counts the large visual effects as part of the planet.
- The Crystal Splitter will now hopefully stop blowing up Fruitful Partnership colonies
- The spiritualist fallen empire will now wake up if you eat their holy worlds.
- The knights will no longer try to quest if you pacify their habitat.
Improvement
- Catalytic empires can now build bio-reactors.
Modding
- Added researchers_add.txt and archaeoengineers_add.txt inline scripts for buildings.
- Added chemist_add.txt, factory_add.txt, foundry_add.txt, refiner_add.txt and translucer_add.txt inline script for buildings.
Performance
- Removed MTTH from anomaly.6710, bane of ship events, horror of designers
- Removed MTTH from assorted fallen_empire_tasks events
- Removed MTTH from communications_spread.1 and communications_spread.3
- Removed MTTH from crime.1, crime.40 and crime.41, plus added pre-triggers to all crime-events
- Removed MTTH from fallen_empires.1, fallen_empires.3, fallen_empires.10, fallen_empires.11
- Removed MTTH from leviathans.660 and leviathans.662
- Removed MTTH from pop.1-13, madness that should have never existed
- Removed MTTH from random caravaneer events (cara.4000-4050)
- Removed MTTH from refugees.5, scourge of the game, destroyer of performance
- Removed MTTH from the Migrating Forests event chain (colony.1 to colony.12)
- Removed MTTH from the Orbital Debris event chain (colony.171 and colony.171)
UI
- Added new main menu gradient
3.9.1 (2023-09-12)
3.9.1 Patch Notes
Features
- Humanoid Species Pack
- Added the new Enmity tradition tree focused on making and maintaining rivalries
- Added three new species traits available to all Biological and Lithoid Species
Positive: Existential Iteroparity
Negative: Psychological Infertility
Negative: Jinxed
- Added two new portraits
- Lithoid Species Pack
- Added a new Void Hive Civic for Hive Minds
- Added the Selective Kinship Civic for regular empires
Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
- Added a new humanoid inspired portrait
- Added the Federated Theian Preservers prescripted empire to the Lithoid DLC
- Plantoids Species Pack
- Added the Fruitful Partnership origin for Fungoid and Plantoid species
- Added a new Invasive Species trait available for Fungoid and Plantoid species
- Added a new dryad inspired portrait
- Added the Blooms of Gaea prescripted empire
- The Idyllic Bloom civic has been buffed
Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.
- Megacorp Expansion
- Added a new Worker Cooperative Civic for Corporate empires
- Necroids Species Pack
- Added a new Mechromancy Ascension Perk for Machine empires
- Nemesis Expansion
- Added the new Kaleidoscope Midgame Situation
- First Contact Story Pack
- The Colonization Vessel for Eager Explorers Civics now has a unique ship model.
- Reworked Habitats
- Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the stars, planets, moons and asteroids present.
- Major Orbitals are constructed around stars and planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
- Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
- Removed Leisure and Trade Districts from Habitats.
- Habitat Upgrade decisions increase the habitability of the habitat and provide additional branch office building slots in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
- Reworked the number of districts on habitats and the amount of jobs, housing and building slots they provide.
- Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
- Reworked Voidborne Ascension Perk
Modifiers:
Habitat Build Cost: -20%
Max Districts on Habitats: +2
Building Slots from Non-Urban Habitat Districts: +0.25
Jobs from Habitat Districts: +1
Effects:
Upgrading a Habitat Central Complex allows research of the next level of Habitat technology.
Can construct advanced housing buildings on Habitats
Cannot be taken by empires with the Void Dweller Origin.
- Reworked Void Dweller Origin
Can now be taken by Hive Minds
Can build advanced housing buildings on habitats.
Modifiers replaced with:
Habitat Build Cost: -25%
Max Districts on Habitats: +2
Building Slots per Non-Urban Habitat District: +0.25 (1 Building Slot for every 4 Districts)
Jobs per Habitat District: +1
Arcane Replicator Planetary Feature:
Increased the alloys production to 20.
Increased the consumer goods production to 10. No longer produces Consumer Goods for empires that don't use Consumer Goods.
Species trait, no longer decreases pop growth speed.
Cannot take the Voidborne AP.
Pre-scripted ideal planets have been replaced with systems rich in resource deposits.
Pre-scripted system 1 will have:
The habitable world is replaced with a frozen world with a size 3 Engineering deposit
Three planets, moons or asteroids with an 83% chance of a size 1 Physics, Society or Engineering deposit and a 17% chance of a size 2 Physics, Society or Engineering deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Alpha Centauri.
Pre-scripted system 2 will have:
The habitable world is replaced with a molten world with a size 3 Alloys and size 4 Minerals deposit.
Three planets, moons or asteroids with a 83% chance of a size 1 Minerals or Energy deposit and a 17% chance of a size 2 Minerals or Energy deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Sirius.
Tradition Swaps
Adaptability Finisher now gives +50% resources from deposits on habitats that give raw resources
Expansion Finisher now gives +1 Max District on Habitats
Modular Superstructures now gives +1 Housing from Habitation Districts and +10% Max Districts on Habitats
- Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
- Trader jobs added producing 8 TV for 1 CG upkeep
- Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities) and provide +1% planetary trade value
- Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
- Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
- Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
- Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
- Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
- Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
- Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).
- Added the new Myrmeku colony event chain for Mechanical and Machine empires.
- Added the first contact event chain The Trial.
- Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
- These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
- Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.
- Expanded Leaders from Enclaves
- Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
- You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
- The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
- Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
- Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.
- Reduced the RNG required for pursuing an Ascension Path.
- Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
- These Ascension Perks can now be taken as your third AP instead of second.
- Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
- The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.
- Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.
Improvements
- Automation Improvements
- Sector Automation is removed in favor of Planetary automation, which no longer requires a defined resource stockpile.
- You can now forbid planet automation from using specific resources.
- New Player Improvements
- Added new tutorial steps to help new players learn core concepts such as Toggling the Galactic Map and Unpausing.
- Civilian Difficulty now blocks Homicidal, Despoiling, Criminal Syndicate, and Assimilator Empires. It also reduces the Fanatic Xenophobe spawn rate by 80%. Finally it blocks homicidal event empires from spawning.
- Deficit and Rebellion Situations progress 90% slower on the Civilian Difficulty and 50% slower on Cadet Difficulty
- Under One Rule origin now has one more conclusion event, after ascension.
- Added a location marker to the "First Colony" event, making it easier to find your new world.
- Improved Origin tooltips by making use of Nested Tooltips.
- Improved clarity and formatting of auto-generated Civic tooltips.
- L-Gate Insight and L-Gate Activation Technologies are now considered Dangerous.
- Lost Colony Origin is now playable by Gestalt empires (Hive Minds and Machines)
- Omega Theory technology is now considered Dangerous.
- The Common Ground and Hegemony origins can now be selected by gestalt empires that do not have any of the following civics, Devouring Swarm, Terravore, Determined Exterminator.
- The randomly generated federation members for the Common Ground origin can now also be machine intelligences or hive-minds.
- Decreased the frequency of hive-mind federation members. Increased the frequency of machine federation members if the player is a machine empire.
- The tooltip for the number of districts on the planet UI now lists the number of district slots used.
- Choosing the Consume Planet planetary decision as a terravore will now start a situation that will consume the entire planet, sparing you from clicking the button numerous times.
- The From Beyond Science Ship now uses components suitable for its origins.
- Added an introductory event for Holy Worlds, found on the fringes of Fallen Empire territory.
- Added events for Scion empires surveying a Fallen Empire's Holy World for the first time.
- Added Habitat Central Complexes to the shipset preview in Empire Creation.
- Constructing a Habitat Complex now triggers a Toast instead of an Event.
- Constructing an Orbital triggers a Toast.
- Adjusted the orbit angle of Europa to prevent objects in orbit from clipping into those in orbit of Io.
- Standardized highlighting color used on Tradition tooltips.
- Added effects to Infected planets stage 1-3, infested planets by the Prethoryn Scourge and added entity with effect for hive worlds.
- Added extra checks so the policies screen will properly show which policy would put you in breach
- Small visual update on shroud creatures
- The Knight's habitat now orbits their homeworld, not a moon.
- All players in a coop empire can now partake in diplomacy. Note however that for some specific empire types (enclaves etc) it will not be possible for multiple coop players to open communications at the same time.
- Coop players can now click the event option selected by another coop player in order to close the event window.
- Events can now be dismissed in coop by pressing the close button of the event window. Dismissed events will not have any subsequent events show for the dismissing player. Note that If the event was opened manually by the local player, the event will be properly closed rather than dismissed.
UI
- Added a popup message for when your Co-op group is disbanded
- Make the Empire Size tooltip total include the floor as well as an explanation when applicable
- Make the Advisor Window not hide the Outliner
- Ship component modifiers from Archaeoengineers are now included in the stats in the ship designer and ship design window.
- Right-clicking a starbase icon in the galaxy view now allows you to select fleet orders targeting that starbase.
- Custom ship designs can now be created even if Auto-generate designs is enabled.
- Fixed planet modifier icons not updating correctly when removing and adding a modifier at the same time.
- In fleet view related tooltips added X icon in front of unfulfilled conditions. Added green checkmark in front of condition that is positive.
- Fixed tooltip for edict checkboxes not appearing.
- Added a scrollbar for the list of selectable council positions.
Balance
- Buffed Catalytic Processing civics.
- Principal Catalyst (regular empire) council position effects: +2% Metallurgist output
- Chief Catalyst Officer (megacorp) council position effects: -5% Food Upkeep for Jobs.
- Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) now have food upkeep for Catalytic empires. Mineral:Food ratio is kept at 2:3 much like Metallurgists:Catalytic Technicians, meaning that these jobs have an upkeep of 15 Food. Machine Intelligences with the Organic Reprocessing civic no longer have -1 to food production for Agri-Drones.
- Catalytic Technician, Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) with Food upkeep have 1.25x the Base Output of the equivalent jobs with Mineral upkeep.
- Colonists are now worker strata jobs.
- Edicts now have an activation cost equal to their monthly cost.
- Added an activation cost to all edicts because you all can't be trusted with this power otherwise
- Leader Capacity
- Major changes have been made to the leader XP penalty for being over leader capacity. The curve has been adjusted to a nonlinear one that no longer reaches -100%.
- The number of leaders in the top bar will now turn yellow until you are at double your base capacity, after which it will turn red.
- Rebalanced Ruler strata jobs.
- Science Directors no longer produce Unity.
- High Priests produce additional Unity instead of additional Amenities compared to Politicians.
- Executives produces slightly less Unity than Politicians and now have a small amount of Energy upkeep in addition to their Consumer Goods upkeep.
- Pre-scripted ideal worlds are now flagged to not have anomalies.
- Embassy Complexes now grant a politician job. Grand Embassy Complexes now grant two politician jobs.
- The Vat-Grown trait from Genetic Ascension now renders the species completely infertile. The cost of the trait has been reduced to 2 points.
- Made Calamitous Birth's unique deposit increase the effectiveness of Lithoid unique traits by 50%. Made the Lithoid Crater only negatively impact non lithoid species.
- Nationalist Zeal now gains +5% Diplo Weight per rival.
- Archaeotechs balance updates:
- Halved the energy upkeep of the Facility of Archaeostudies.
- Allowed the Expertise Archaeostudies trait to be selected in more cases.
- Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
- Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
- The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
- "Scion" empires are now twice as likely to see an intervention (in the form of a task or reward) from their Overlord during the first 25 years of play. Normal probability (approximately a 1 in 50 chance each year) applies after that first event has fired.
- Leaders granted during the course of the "Scion" Origin now come with revised Traits and other such related perks.
- Increased a potential 2-year Trade Value bonus from Spy Network event "Drain on Resources" from 1% to 8%. This bonus ("Enterprising Spy Network") still requires you to first have a trade agreement with the espionage target.
- Xenophobe Supremacist faction is now unhappy when xenos are present on the council
- Buffed the Asteroid Hive Guardian strike crafts.
- The Supremacy Diplomatic Stance now applies a -50% modifier to diplomatic weight gained from technology and economy.
- All the Ascension Civics now grant your starting planets +1 Ascension Tier.
- Reduced Ranger Jobs from Ranger Lodge by 1. Ranger Lodge now provides 1 additional Ranger Job per natural blocker.
- Rangers now produce small amounts of energy, minerals or food depending on the natural blockers present on a planet.
- The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
- The starting head of research for Remnants empires now has the Archaeostudies Expertise trait.
- Increased the range of Macro Batteries by 50%.
- Reduced the draw chance of Archaeotechs if you don't have the Archaeo-Engineers AP.
- Defender of the Galaxy's opinion boost now only applies to independent normal empires.
- Deficit situations now reduce the base output of relevant jobs.
- Reverted changes to Feudal Society that were introduced in 3.8.
- Bio-Trophies are now considered culture workers.
- Slightly reduced the base unity output of Bio-Trophies.
- The Chosen will no longer spawn on Cadet or lower Difficulty or if the game is set to have no AI empires.
- Being declared a crisis counts as being in breach of galactic law for the purpose of gaining menace.
- Pompous Purists now have +10% Diplomatic Weight when opposing resolutions.
- Hydroponics Habitat Designation now increases food production from farmers
- Hydroponics Farm Building now gives 3 farming jobs.
- Machine Intelligences now have access to the Harvesters trait
- Payback Origin
- Restoring the MSI warship to a Habitat now costs 2000 Engineering research, but also grants Habitats as a research option
- Added the Atmospheric Infuser planetary feature to the unique habitat, granting +40% Habitability
- Technological Cache planetary feature now grants +10% Research from Jobs, 2 Researcher (or equivalent) jobs and +8 Max Research District Capacity
- Knights of the Toxic God Origin
- Added the Order's X-Calibrator planetary feature to the starting habitat, granting +40% Habitability
- Order's Demesne districts now give +0.5 Building Slots, +6 Housing and 2 Squire Jobs
- The Order's Castle and Keep now give 2 squire jobs
- Owning the Maw of the Toxic Entity now allows construction of Demesne Outposts in systems with Knight Habitat Complexes. These are Major Orbitals that give Knight jobs instead of modifiers depending on planetary deposit.
AI
- Increased AI weight for Voidborne AP if they have the Void Hive Civic, Knights of the Toxic Gods Origin or restored MSI’s flagship into a habitat with the Payback Origin.
- Increased AI weight on habitat techs and AP where appropriate.
- Increased alloy income requirements for Void Dweller AI empires.
- Increased the weight for the AI to build habitats by a factor equal to the number of planetary bodies that support mining and research stations.
- Increased the weight for the AI to build habitats in the Core Sector.
- Increased the weight for the AI to build habitats in Void Dweller pre-scripted systems.
- Increased Void Dweller AI budget for building habitats.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- The AI will now build a maximum number of science ships equal to the number of scientists they have that can crew them + 1 or 5, whichever is lowest.
- Told the AI it can build habitats in systems without Starports.
- Tweaked AI weights for habitat megastructures.
Performance
- Fixed a case where country modifiers would continually recalculate every day
- Improved the performance of the council view by decreasing the amount of texture loading.
- Improved the performance of the leader list view by decreasing the amount of texture loading.
- Optimized ai evaluation of subjugation actions for better performance
- Optimized triggers for a bunch of jobs, casus belli and opinion modifiers so they will evaluated less often, improving performance
- Parallelized the Construction Queue updates for improved performance
- Parallelized trade route and piracy computations for improved performance
- Refactored calculations for trade value from living standards, leading to increased performance in the late game.
Bugfix
- A hivemind will no longer talk about your multiple minds when establishing an embassy if both of you are gestalts.
- Added location data for the initial steps in all precursor event chains.
- Added some missing draw weight modifiers to arcane deciphering.
- Added tooltips for council_agenda_progress_percent trigger.
- AI only anomalies that were supposed to spawn energy deposits now correctly do so, instead of spawning mineral deposits.
- Aiding the population suffering from the Zoonotic Plague will now halve the likelihood that a pop dies every month.
- Automatic designation for Rural, Mining, Energy and Farming designation now accounts for buildings that boost mineral, energy or food output.
- Blocked Incorporate Artifact Relays decision for Rogue Servitors
- Blocked players from being able to hotjoin as the Habinte Unified Worlds
- Cease Robot Assembly decision now requires the Robotic Workers technology.
- Corporate Culture Site building will now change to Autochton Monument when reforming from Megacorp to Normal Empire
- Corrected some adjectives used to refer to species classes - most notably those events which announce the discovery of pre-sapient lifeforms.
- Corrected the descriptions of deposits left as part of a pre-FTL interaction event, "Land Grabs".
- Corrected the spelling of Ukrainian entries in the UNE namelist, 'Human 1'.
- Corrected various gendered pronouns in Galactic Paragons' "Death of a Great Leader" event.
- Custom human empires with Lost Colony now correctly spawn a parent empire
- Empire opinion of criminal syndicates will only be affected by branch offices inside the empire.
- Empires which consume their constituent Species (such as for Livestock or as part of Grid Amalgamation) no longer hold negative Opinions towards fellow Xenophages.
- Empires who are trying to become the crisis will no longer be asked to lead the galaxy in the War in Heaven.
- Events that time out will now first attempt to pick the default option for the event and only after that select the topmost valid option.
- Fixed "In Breach Of The Galactic Law" not working properly
- Fixed a broken trigger for Psionic Theory technology
- Fixed a typo in "Colony Gained!" event
- Fixed army outliner section disappearing when attempting to show a very large amount of armies
- Fixed being able to remove claims when at war if using the galactic map widget
- Fixed buttons consuming mouse events that they shouldn't.
- Fixed certain conditions for auto-migration e.g. being the last pop on the planet not being taken into account
- Fixed damage output of Macro Batteries.
- Fixed edicts being unactivatable if your resources are less than the edict's upkeep cost.
- Fixed empire's founder species not being updated after modifying all of the founder species' pops.
- Fixed Gene Seed Purification not being randomly rolled in some cases.
- Fixed Habitat Central Control not giving some jobs for Corporate empires.
- Fixed High Gravity planet modifier description for non-English loc
- Fixed inability to focus on civilian ships by double-clicking them in the outliner
- Fixed incorrect building being shown behind Managers in the job view.
- Fixed issue where, if other orders are available, the "Move Here" order in the galaxy view would always go to the star, not the starbase.
- Fixed issue with tooltips flickering when ending up under mouse when having concepts
- Fixed issues with name scoping in the The Charyoni Shielded event.
- Fixed Machine Empire separatists spawning without a valid government.
- Fixed megastructures not deselecting when you open a sidebar view.
- Fixed non-default options being selected for diplomatic events containing default a default option time out
- Fixed not being able to roll Neuro-Quantum Link in some cases.
- Fixed Outliner observer button not becoming available when you get a game over.
- Fixed random empires sometimes having civics without their trait requirements (e.g. non-Aquatic Hegemon Subordinates with Anglers).
- Fixed scripted effects that alter Agenda Progress being able to set Agenda Progress to a negative value.
- Fixed slave revolts being able to spawn with a non-democratic authority.
- Fixed some force spawned empires having broken starbase configurations when spawned.
- Fixed some leader traits that were not updated to be tagged as councilor traits.
- Fixed some modifers (such as armor) being applied to starbases twice.
- Fixed Starbase upgrade cost being able to go negative
- Fixed the building icon for the final stage of the Gaia Seeder being out of bounds
- Fixed the Death Cult civic listing an unobtainable civic in requirements. [X] Unity concept and playing around with header colours.
- Fixed the Guardian trait not applying its modifiers correctly.
- Fixed the Insidious Plot event happening to pre-FTLs.
- Fixed the Last Gift situation not ending properly if you performed one of the special projects with a hired fleet.
- Fixed the Reanimated Skydragon not using the zombie model.
- Fixed the Spore Artillery of the Voidspawn not having correct stats.
- Fixed the tooltip for the adoption effect of Genetic Traditions not mentioning unlocking Clone Vats
- Gestalt empires with the Empath or Rogue Servitor civics can now correctly pacify Amoebas and Crystalline Entities
- Gray, The Oracle, and The Beholder should no longer gain brain slugs no matter how cute they are.
- Ground Combat will no longer kill the last few pops of a regular colony through collateral damage
- Habitat capitals now provide Evaluator jobs instead of Coordinator jobs
- Hive Minds are now spared from having to wrestle with the metaphysical ramifications of a 'zeitgeist'.
- Immortal leaders should no longer get traits that increase their longevity.
- Imperial Fiefdom empires which are engaged in a war of independence against their Overlord may no longer opt to stay loyal to that Overlord once it begins to fracture.
- Imperial Vassals can no longer trade their heirs to Overlords
- In the galaxy view, moving a fleet to the same system that it's currently in will now move it to orbit around the starbase or star.
- Monuments which are added to colony worlds as part of the "Under One Rule" Origin are now dismantled (which is to say, the modifiers are removed) if that world changes ownership through trade or conquest.
- Name Randomization for Letters Of Marque + Criminal Syndicate should now work correctly
- Occupying a Pre-FTL habitat (such as the one found in Federation's End) by way of military invasion or Operation Infiltrate Society now causes the correct type of capital building to spawn.
- Planets conquered by the Khan no longer have all of their districts and buildings ruined, though some hive-mind or machine intelligence specific buildings may still be lost.
- Players can now rebuild merc enclave (in the same system) after it being destroyed
- Pre-FTL civilizations now have a non-infinitesimal chance of spawning with the "Forcefully Devolved" trait
- Prevented repeat appearances of an advisor popup triggered by other empires beating you to mutual First Contact.
- Prevented the nested tooltips for Edicts and Traditions pointing to the Unity concept to stop an infinite loop.
- Removed any mention of a 365 day calendar in Stellaris.
- Removed criminals providing trade value in some cases. Made modifiers from living standards triggered to hide them.
- Renamed several message types in the message settings to prevent duplicated message names.
- Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators.
- Robots with Servitude Citizenship can no longer have Shared Burdens or Employee Ownership Living Standards.
- Set the Imperial Fiefdom overlord to never spawn naturally.
- Ship as Concept now uses your existing Science Ship designs.
- Stopped some leaders (like Grey) being able to become a Chosen One
- Stopped the pre-ftl tech progression situation from incorrectly not being destroyed or incorrectly being created in some cases.
- Subjects now support their Overlords resolutions in the Galactic Community correctly
- Temporary mercenary admirals from rented fleets no longer cost unity upkeep
- The "Strange Signal" / "Love's Labor's Lost" anomaly no longer appears for empires with the "Remnant" Origin. Cultural historians may rest a little easier now.
- The Curators will once again have their minds blown when you figure out what the infinity sphere was doing.
- The Distress Signal event will no longer assume that the exploratory vessel is a science one nor that it has a leader.
- The Evacuation Protocols edict for the Doomsday Origin will now be available if your only available colony is artificial.
- The final stage of the Gaia Seeder can no longer be removed, disabled or ruined.
- The Habinte United Worlds will now upgrade their fleets after being angered. No more naked designs!
- The Imperial Ruler/Heir trait now states that the leader does not have any unity upkeep.
- The initial Zroni digsite may no longer spawn on colonized planets.
- The Last Amoeba will not be automatically attacked by hostile ships in ranged, even if you have an aggressive first contact policy
- The Surveyor will no longer spawn resources on stars, planets, moons or asteroids that have a housing or knight orbital in orbit. It will spawn resources on bodies that have a resource extraction orbital and the habitat will now correctly inherit the appropriate districts or deposits.
- Updated various sound effects used in the course of "Knights of the Toxic God".
- Void Dweller Sol system now uses the updated Sol system textures.
- Void Dwellers now get various buildings added by civics on game start if they have enough free building slots.
- Wenkwort modifiers now apply to culture workers, not administrators.
- You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
- You can no longer designate a shattered ring segment to be a generator world if you cannot build generator districts on it.
- You can now build the final stage of the Gaia Seeder on a Gaia World
- You can now rebuild the Knight's habitat if it is blown up, though this does not allow you to continue the Quest.
Modding
- Add agenda_cooldown and agenda_finish_modifier_duration parameters for council agendas to override the default defines.
- Add is_on_galaxy_map event trigger for the local player's camera.
- Add set_ship_design effect to change an existing ship's design.
- Add support for script_values in council agenda agenda_cost field.
- Added a define for ground combat collateral damage safe pops. Set it to 3.
- Added a hide_modifiers = yes / no parameter for civics and origins. It hides the modifiers from tooltips.
- Added add_council_agenda_progress_percentage effect and council_agenda_progress trigger.
- Added diplo_weight_opposing_mult modifier, which increases diplomatic weight when opposing the current resolution.
- Added diplo_weight_rivals_mult modifier, which increases diplomatic weight for every rival the country has.
- Added documentation for council agenda script.
- Added effects to give ability to change ruler and council position titles from script.
- Added empire_size_add modifier.
- Added hide_name = yes / no for megastructures.
- Added is_garrison trigger to check if a fleet is a garrison.
- Added is_paused script trigger.
- Added is_void_dweller_empire scripted trigger, which checks for either the Void Dweller origin or Voidborn AP.
- Added on_colony_monthly_pulse on action that fires monthly based on the colony founding date.
- Added on_ship_disbanded on action. Fixed disbanding orbitals by the disband ship button not clearing the has_megastructure flag.
- Added ship_friendly_territory_armor_add, ship_friendly_territory_armor_mult modifiers.
- Added starbase_modules/00_example.txt to documentation accepted parameters for starbase modules.
- Added triggered_ship_design_modifier for component templates.
- Added unused modifiers for Restored Growth/Cognitive/Legion/Regulatory Node Additional Skill.
- Better error logs for breaking max recursion limits in scripted effects and triggers.
- Changing the blocking of gestalt destiny traits from hardcoded to use the correct gamerule instead.
- Fixed dynamic event targets (with @ in them) failing when used in various places e.g. "exists = event_target:test@root".
- Fixed dynamic event targets being unable to understand dot scoping.
- Fixed if_scaled_resolution not working correctly for all UI scaling values.
- Fixed message_setting_key not being localized.
- Fixed ship_piracy_suppression_add and ship_piracy_suppression_mult not working in component templates' ship_modifier and triggered_ship_modifier.
- Habitat level in the outliner now ranges from I to X. Habitat level is increased by Upgrade Habitat decisions and determined by planet flags. Only levels I through to III and X are used in unmodded games.
- Improved documentation for a number of effects.
- Introduced technicians_add, miners_add and farmers_add inline script to make adding these jobs easier to resource buildings.
- Made it possible to have interface defines that don't affect the checksum.
- planet_housing_add now shows up to two decimal places.
- random_weight for ethics now takes a country as its root scope.
- Removed ethic and initial_effect_custom_loc unused parameters from council agendas.
- Rename council agenda modifiers parameter to modifier, and remove mandatory curly braces usage.
- Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap.
- Replaced can_see_in_list with hide_leader
- Set numeral_0_icon to be $BLANK_STRING$.
- Split Origin and Civic descriptions into description and negative_description.
- Swapped is_orbital_ring = no for is_normal_starbase = yes
- Trade deposits are no longer flagged to be mining station deposits.
- Traditions now support triggered_modifier.
- Trigger graphical_culture now supports the megastructure scope.
- Updated some missing and inaccurate information in the tradition documentation.
- Updated Starbase and Orbital Ring armor values to use scripted variables.
- Updated the script documentation for the create_leader effect.
- Various triggers no longer check for the mining_habitat, energy_habitat or research_habitat flags, they instead check for modifier values.
3.9.0 (2023-09-12)
3.9.0 Patch Notes
Features
- Plantoids Species Pack
- Added the Fruitful Partnership origin for Fungoid and Plantoid species
- Added a new Invasive Species trait available for Fungoid and Plantoid species
- Added a new dryad inspired portrait
- Added the Blooms of Gaea prescripted empire
- The Idyllic Bloom civic has been buffed:
Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.
- Humanoid Species Pack
- Added the new Enmity tradition tree focused on making and maintaining rivalries
- Added three new species traits available to all Biological and Lithoid Species
Positive: Existential Iteroparity
Negative: Psychological Infertility
Negative: Jinxed
- Added two new portraits
- Lithoid Species Pack
- Added a new Vacuum Proof Civic for Hive-Minds
- Added the Selective Kinship Civic for regular empires
- Added a new humanoid inspired portrait
- Added the Federated Theian Preservers prescripted empire to the Lithoid DLC
- Added a new Mechromancy Ascension Perk for Machine Empires
- Added a new Worker Cooperative Civic to the Megacorps DLC
- Added the new Kaleidoscope Midgame Situation in the Nemesis DLC
- Reworked Habitats
- Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the stars, planets, moons and asteroids present.
- Major Orbitals are constructed around stars and planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
- Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
- Removed Leisure and Trade Districts from Habitats.
- Habitat Upgrade decisions increase the habitability of the habitat and provide additional branch office building slots in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
- Reworked the number of districts on habitats and the amount of jobs, housing and building slots they provide.
- Reworked Voidborne Ascension Perk
- Modifiers:
Habitat Build Cost: -20%
Max Districts on Habitats: +2
Building Slots from Non-Urban Habitat Districts: +0.25
Jobs from Habitat Districts: +1
- Effects:
Upgrading a Habitat Central Complex allows research of the next level of Habitat technology.
Can construct advanced housing buildings on Habitats
Cannot be taken by empires with the Void Dweller Origin.
- Reworked Void Dweller Origin
- Can now be taken by Hive-Minds
- Can build advanced housing buildings on habitats.
- Modifiers replaced with:
Habitat Build Cost: -25%
Max Districts on Habitats: +2
Building Slots per Non-Urban Habitat District: +0.25 (1 Building Slot for every 4 Districts)
Jobs per Habitat District: +1
- Arcane Replicator Planetary Feature:
Increased the alloys production to 20.
Increased the consumer goods production to 10. No longer produces Consumer Goods for empires that don't use Consumer Goods.
- Species trait, no longer decreases pop growth speed.
- Cannot take the Voidborne AP.
- Pre-scripted ideal planets have been replaced with systems rich in resource deposits.
Pre-scripted system 1 will have:
The habitable world is replaced with a frozen world with a size 3 Engineering deposit
Three planets, moons or asteroids with an 83% chance of a size 1 Physics, Society or Engineering deposit and a 17% chance of a size 2 Physics, Society or Engineering deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Alpha Centauri.
Pre-scripted system 2 will have:
The habitable world is replaced with a molten world with a size 3 Alloys and size 4 Minerals deposit.
Three planets, moons or asteroids with a 83% chance of a size 1 Minerals or Energy deposit and a 17% chance of a size 2 Minerals or Energy deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Sirus.
- Tradition Swaps
Adaptability Finisher now gives +50% resources from deposits on habitats that give raw resources
Expansion Finisher now gives +1 Max District on Habitats
Modular Superstructures now gives +1 Housing from Habitation Districts and +10% Max Districts on Habitats
- Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
- Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
- Trader jobs added producing 8 TV for 1 CG upkeep
- Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities) and provide +1% planetary trade value
- Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
- Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
- Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
- Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
- Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
- Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
- Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).
- Added the new Myrmeku colony event chain.
- Added the First Contact event chain The Trial.
- The Colonization Vessel for Eager Explorers now has a unique ship model.
- Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
- These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
- Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.
- Expanded Leaders from Enclaves
- Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
- You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
- The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
- Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
- Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.
- Reduced the RNG required for pursuing an Ascension Path.
- Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
- These Ascension Perks can now be taken as your third AP instead of second.
- Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
- The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.
- Under One Rule origin now has one more conclusion event, after ascension.
- Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
- Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.
Improvements
- Automation Improvements
- Sector Automation is removed in favor of Planetary automation, which no longer require a defined resource stockpile.
- You can now forbid the planet automation to use specific resources.
- New Player Improvements
- Added new tutorial steps to help new players learn core concepts such as Toggling the Galactic Map and Unpausing.
- Civilian Difficulty now blocks Homicidal, Despoiling, Criminal Syndicate, and Assimilator Empires. It also reduces the Fanatic Xenophobe spawn rate by 80%. Finally it blocks homicidal event empires from spawning.
- Deficit and Rebellion Situations progress 90% slower on the Civilian Difficulty and 50% slower on Cadet Difficulty
- Added a location marker to the "First Colony" event, making it easier to find your new world.
- Improved Origin tooltips by making use of Nested Tooltips.
- Improved clarity and formatting of auto-generated Civic tooltips.
- L-Gate Insight and L-Gate Activation Technologies are now considered Dangerous.
- Lost Colony Origin is now playable by Gestalt empires (Hive Minds and Machines)
- Omega Theory technology is now considered Dangerous.
- The Common Ground and Hegemony origins can now be selected by gestalt empires that do not have any of the following civics, Devouring Swarm, Terravore, Determined Exterminator.
- The randomly generated federation members for the Common Ground origin can now also be machine intelligences or hive-minds.
- Decreased the frequency of hive-mind federation members. Increased the frequency of machine federation members if the player is a machine empire.
- Automatic designation for Rural, Mining, Energy and Farming designation now accounts for buildings that boost mineral, energy or food output.
- The tooltip for number of districts on the planet UI now lists the number of district slots used.
- Choosing the Consume Planet planetary decision as a terravore will now start a situation that will consume the entire planet, sparing you from clicking the button numerous times.
- The From Beyond Science Ship now uses components suitable for it's origins.
- Added an introductory event for Holy Worlds, found on the fringes of Fallen Empire territory.
- Added events for Scion empires surveying a Fallen Empire's Holy World for the first time.
- Added Habitat Central Complexes to the shipset preview in Empire Creation.
- Various triggers no longer check for the mining_habitat, energy_habitat or research_habitat flags, they instead check for modifier values.
- Habitat level in the outliner now ranges from I to X. Habitat level is increased by Upgrade Habitat decisions and determined by planet flags. Only levels I through to III are used in unmodded games.
- Constructing a Habitat Complex now triggers a Toast instead of an Event.
- Constructing an Orbital triggers a Toast.
- Adjusted the orbit angle of Europa to prevent objects in orbit from clipping into those in orbit of Io.
- Standardized highlighting color used on Tradition tooltips.
- Added effects to Infected planets stage 1-3, infested planets by the scourge crisis and added entity with effect for hive worlds.
- Added extra checks so the policies screen will properly show which policy would put you in breach
- Small visual update on shroud creature
- The Knight's habitat now orbits their homeworld, not a moon.
UI
- Added a popup message for when your Co-op group is disbanded
- Make the Empire Size tootltip total include the floor as well as an explanation when applicable
- Make the Advisor Window not hide the Outliner
- Ship component modifiers from Archaeoengineers are now included in the stats in the ship designer and ship design window.
- Right-clicking a starbase icon in the galaxy view now allows you to select fleet orders targeting that starbase.
- Custom ship designs can now be created even if Auto-generate designs is enabled.
- Fixed planet modifier icons not updating correctly when removing and adding a modifier at the same time.
- In fleet view related tooltips added X icon in front of unfulfilled conditions. Added green checkmark in front of condition that is positive.
- Fixed tooltip for edict checkboxes not appearing.
- Added a scrollbar for the list of selectable council positions.
Balance
- Edicts now have an activation cost equal to their monthly cost.
- Major changes have been made to the leader XP penalty for being over leader capacity. The curve has been adjusted to a nonlinear one that no longer reaches -100%.
- Leader Capacity in the top bar will now turn yellow until you are at double your base capacity, after which it will turn red.
- Buffed Catalytic Processing civics.
- Principal Catalyst (regular empire) council position effects: +2% Metallurgist output
- Chief Catalyst Officer (megacorp) council position effects: -5% Food Upkeep for Jobs.
- Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) now have food upkeep for Catalytic empires. Mineral:Food ratio is kept at 2:3 much like Metallurgists:Catalytic Technicians, meaning that these jobs have an upkeep of 15 Food. Machine Intelligences with the Organic Reprocessing civic no longer have -1 to food production for Agri-Drones.
- Catalytic Technician, Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) with Food upkeep have 1.25x the Base Output of the equivalent jobs with Mineral upkeep.
- Rebalanced Ruler strata jobs.
- Science Directors no longer produce Unity.
- High Priests produce additional Unity instead of additional Amenities compared to Politicians.
- Executives produces slightly less Unity than Politicians and now have a small amount of Energy upkeep in addition to their Consumer Goods upkeep.
- Colonists are now worker strata jobs.
- Pre-scripted ideal worlds are now flagged to not have anomalies.
- Embassy Complexes now grant a politician job. Grand Embassy Complexes now grant two politician jobs.
- The Vat-Grown trait from Genetic Ascension now renders the species completely infertile. The cost of the trait has been reduced to 2 points.
- Made Calamitous Birth's unique deposit increase the effectiveness of Lithoid unique traits by 50%. Made the Lithoid Crater only negativly inpact non lithoid species.
- Nationalist Zeal now gains +5% Diplo Weight per rival.
- Archaeotechs balance updates:
- Halved the energy upkeep of the Facility of Archaeostudies.
- Allowed the Expertise Archaeostudies trait to be selected in more cases.
- Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
- Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
- The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
- "Scion" empires are now twice as likely to see an intervention (in the form of a task or reward) from their Overlord during the first 25 years of play. Normal probability (approximately a 1 in 50 chance each year) applies after that first event has fired.
- Leaders granted during the course of the "Scion" Origin now come with revised Traits and other such related perks.
- Increased a potential 2-year Trade Value bonus from Spy Network event "Drain on Resources" from 1% to 8%. This bonus ("Enterprising Spy Network") still requires you to first have a trade agreement with the espionage target.
- Xenophobe Supremacist faction is now unhappy when xenos are present on the council
- Buffed the Asteroid Hive Guardian strike crafts.
- The Supremacy Diplomatic Stance now applies a -50% modifier to diplomatic weight gained from technology and economy.
- All the Ascension Civics now grant your starting planets +1 Ascension Tier.
- Reduced Ranger Jobs from Ranger Lodge by 1. Ranger Lodge now provides 1 additional Ranger Job per natural blocker.
- Rangers now produce small amounts of energy, minerals or food depending on the natural blockers present on a planet.
- The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
- The starting head of research for Remnants empires now has the Archaeostudies Expertise trait.
- Increased the range of Macro Batteries by 50%.
- Reduced the draw chance of Archaeotechs if you don't have the Archaeo-Engineers AP.
- Defender of the Galaxy's opinion boost now only applies to independent normal empires.
- Deficit situations now reduce the base output of relevant jobs.
- Reverted changes to Feudal Society that were introduced in 3.8.
- Bio-Trophies are now considered culture workers.
- Slightly reduced the base unity output of Bio-Trophies.
- The Chosen will no longer spawn on Cadet or lower Difficulty or if the game is set to have no AI empires.
- Being declared a crisis counts as being in breach of galactic law for the purpose of gaining menace.
- Added an activation cost to all edicts because you all can't be trusted with this power otherwise
- Pompous Purists now have +10% Diplomatic Weight when opposing resolutions.
- Hydroponics Habitat Designation now increases food production from farmers
- Hydroponics Farm Building now gives 3 farming jobs.
- Machine Intelligences now have access to the Harvesters trait
- Payback Origin
- Restoring the MSI warship to a Habitat now costs 2000 Engineering research, but also grants Habitats as a research option
- Added the Atmospheric Infuser planetary feature to the unique habitat, granting +40% Habitability
- Technological Cache planetary feature now grants +10% Research from Jobs, 2 Researcher (or equivalent) jobs and +8 Max Research District Capacity
- Knights of the Toxic God Origin
- Added the Order's X-Calibrator planetary feature to the starting habitat, granting +40% Habitability
- Order's Demesne districts now give +0.5 Building Slots, +6 Housing and 2 Squire Jobs
- The Order's Castle and Keep now give 2 squire jobs
- Owning the Maw of the Toxic Entity now allows construction of Demesne Outposts in systems with Knight Habitat Complexes. These are Major Orbitals that give Knight jobs instead of modifiers depending on planetary deposit.
AI
- Told the AI it can build habitats in systems without Starports.
- Increased the weight for the AI to build habitats by a factor equal to the number of planetary bodies that support mining and research stations.
- Increased the weight for the AI to build habitats in the Core Sector.
- Increased the weight for the AI to build habitats in Void Dweller pre-scripted systems.
- Increased AI weight on habitat techs and AP where appropriate.
- The AI will now build a maximum number of science ships equal to the number of scientists they have that can crew them + 1 or 5, whichever is lowest.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Increased AI weight for Voidborne AP if they have the Void Hive Civic, Knights of the Toxic Gods Origin or restored MSI’s flagship into a habitat with the Payback Origin.
- Increased Void Dweller AI budget for building habitats.
- Increased alloy income requirements for Void Dweller AI empires.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Increased Void Dweller AI budget for building habitats. Tweaked AI weights for habitat megastructures.
Performance
- Fixed a case where country modifiers would continually recalculate every day
- Improved the performance of the council view by decreasing the amount of texture loading.
- Improved the performance of the leader list view by decreasing the amount of texture loading.
- Refactored calculations for trade value from living standards, leading to increased performance in the late game.
- Parallelized the Construction Queue updates for improved performance
- Parallelized trade route and piracy computations for improved performance
- Optimized ai evaluation of subjugation actions for better performance
- Improved performance by reworking the way multiple old events are fired, using on_actions instead of mean_time_to_happen
- Optimized triggers for a bunch of jobs, casus belli and opinion modifiers so they will evaluated less often, improving performance
Bugfix
- Ground Combat will no longer kill the last few pops of a regular colony through collateral damage
- Blocked players from being able to hotjoin as the Habinte Unified Worlds
- Fixed some leader traits that were not updated to be tagged as councilor traits.
- Prevented repeat appearances of an advisor popup triggered by other empires beating you to mutual First Contact.
- The initial Zroni digsite may no longer spawn on colonized planets.
- Hive Minds are now spared from having to wrestle with the metaphysical ramifications of a 'zeitgeist'.
- "Imperial Fiefdom" empires which are engaged in a war of independence against their Overlord may no longer opt to stay loyal to that Overlord once it begins to fracture.
- Empires which consume their constituent Species (such as for Livestock or as part of Grid Amalgamation) no longer hold negative Opinions towards fellow Xenophages.
- Occupying a Pre-FTL habitat (such as the one found in Federation's End) by way of military invasion or Operation Infiltrate Society now causes the correct type of capital building to spawn.
- Fixed Outliner observer button not becoming available when you get a game over.
- Fixed random empires sometimes having civics without their trait requirements (e.g. non-Aquatic Hegemon Subordinates with Anglers).
- Fixed empire's founder species not being updated after modifying all of the founder species' pops.
- Corporate Culture Site building will now change to Autochton Monument when reforming from Megacorp to Normal Empire
- Players can now rebuild merc enclave (in the same system) after it being destroyed
- Corrected the descriptions of deposits left as part of a pre-FTL interaction event, "Land Grabs".
- Fixed some modifers (such as armor) being applied to starbases twice.
- Fixed High Gravity planet modifier description for non-English loc
- Fixed Machine Empire separatists spawning without a valid government.
- Imperial Vassals can no longer trade their heirs to Overlords
- Temporary mercenary admirals from rented fleets no longer cost unity upkeep
- Name Randomization for Letters Of Marque + Criminal Syndicate should now work correctly
- Monuments which are added to colony worlds as part of the "Under One Rule" Origin are now dismantled (which is to say, the modifiers are removed) if that world changes ownership through trade or conquest.
- Corrected some adjectives used to refer to species classes - most notably those events which announce the discovery of pre-sapient lifeforms.
- Fixed edicts being unactivatable if your resources are less than the edict's upkeep cost.
- Corrected the spelling of Ukrainian entries in the UNE namelist, 'Human 1'.
- Added location data for the initial steps in all precursor event chains.
- Corrected various gendered pronouns in Galactic Paragons' "Death of a Great Leader" event.
- Fixed buttons consuming mouse events that they shouldn't.
- Fixed issue where, if other orders are available, the "Move Here" order in the galaxy view would always go to the star, not the starbase.
- Fixed slave revolts being able to spawn with a non-democratic authority.
- In the galaxy view, moving a fleet to the same system that it's currently in will now move it to orbit around the starbase or star.
- The "Strange Signal" / "Love's Labor's Lost" anomaly no longer appears for empires with the "Remnant" Origin. Cultural historians may rest a little easier now.
- Updated various sound effects used in the course of "Knights of the Toxic God".
- Added tooltips for council_agenda_progress_percent trigger.
- AI only anomalies that were supposed to spawn energy deposits now correctly do so, instead of spawning mineral deposits.
- Aiding the population suffering from the Zoonotic Plague will now halve the likelihood that a pop dies every month.
- Cease Robot Assembly decision now requires the Robotic Workers technology.
- Empire opinion of criminal syndicates will only be affected by branch offices inside the empire.
- Empires who are trying to become the crisis will no longer be asked to lead the galaxy in the War in Heaven.
- Fixed certain conditions for auto-migration e.g. being the last pop on the planet not being taken into account
- Fixed Gene Seed Purification not being randomly rolled in some cases.
- Fixed Habitat Central Control not giving some jobs for Corporate empires.
- Fixed incorrect building being shown behind Managers in the job view.
- Fixed not being able to roll Neuro-Quantum Link in some cases.
- Fixed scripted effects that alter Agenda Progress being able to set Agenda Progress to a negative value.
- Fixed the Death Cult civic listing an unobtainable civic in requirements. [X] Unity concept and playing around with header colours.
- Fixed the Guardian trait not applying its modifiers correctly.
- Fixed the tooltip for the adoption effect of Genetic Traditions not mentioning unlocking Clone Vats
- Immortal leaders should no longer get traits that increase their longevity.
- Removed criminals providing trade value in some cases. Made modifiers from living standards triggered to hide them.
- Robots with Servitude Citizenship can no longer have Shared Burdens or Employee Ownership Living Standards.
- Ship as Concept now uses your existing Science Ship designs.
- Subjects now support their Overlords resolutions in the Galactic Community correctly
- The Imperial Ruler/Heir trait now states that the leader does not have any unity upkeep.
- The Curators will once again have their minds blown when you figure out what the infinity sphere was doing.
- Fixed the Insidious Plot event happening to pre-FTLs.
- Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators.
- The Distress Signal event will no longer assume that the exploratory vessel is a science one nor that it has a leader.
- A hivemind will no longer talk about your multiple minds when establishing an embassy if both of you are gestalts.
- Fixed issues with name scoping in the The Charyoni Shielded event.
- Fixed the Last Gift situation not ending properly if you performed one of the special projects with a hired fleet.
- The Evacuation Protocols edict for the Doomsday Origin will now be available if your only available colony is artificial.
- Fixed the Reanimated Skydragon not using the zombie model.
- Gray, The Oracle, and The Beholder should no longer gain brain slugs no matter how cute they are.
- Removed any mention of a 365 day calendar in Stellaris.
- Fixed some force spawned empires having broken starbase configurations when spawned.
- Renamed several message types in the message settings to prevent duplicated message names.
- Fixed damage output of Macro Batteries.
- Added some missing draw weight modifiers to arcane deciphering.
- Custom human empires with Lost Colony now correctly spawn a parent empire
- Fixed the Spore Artillery of the Voidspawn not having correct stats.
- Stopped the pre-ftl tech progression situation from incorrectly not being destroyed or incorrectly being created in some cases.
- You can no longer designate a shattered ring segment to be a generator world if you cannot build generator districts on it.
- Blocked Incorporate Artifact Relays decision for Rogue Servitors
- Fixed Starbase upgrade cost being able to go negative
- Wenkwort modifiers now apply to culture workers, not administrators.
- Planets conquered by the Khan no longer have all of their districts and buildings ruined, though some hive-mind or machine intelligence specific buildings may still be lost.
- Set the Imperial Fiefdom overlord to never spawn naturally.
- Fixed being able to remove claims when at war if using the galactic map widget
- Habitat capitals now provide Evaluator jobs instead of Coordinator jobs
- Void Dwellers now get various buildings added by civics on game start if they have enough free building slots.
- Void Dweller Sol system now uses the updated Sol system textures.
- Gestalt empires with the Empath or Rogue Servitor civics can now correctly pacify Amoebas and Crystalline Entities
- Prevented the nested tooltips for Edicts and Traditions pointing to the Unity concept to stop an infinite loop.
- Fixed inability to focus on civilian ships by double-clicking them in the outliner
- You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
- Fixed "In Breach Of The Galactic Law" not working properly
- Fixed a broken trigger for Psionic Theory technology
- Fixed a typo in "Colony Gained!" event
- Fixed issue with tooltips flickering when ending up under mouse when having concepts
- Fixed megastructures not deselecting when you open a sidebar view.
- Pre-FTL civilizations now have a non-infinitesimal chance of spawning with the "Forcefully Devolved" trait
- Stopped some leaders (like Grey) being able to become a Chosen One
- The Habinte United Worlds will now upgrade their fleets after being angered. No more naked designs!
- The Last Amoeba will not be automatically attacked by hostile ships in ranged, even if you have an aggressive first contact policy
- You can now rebuild the Knight's habitat if it is blown up, though this does not allow you to continue the Quest.
Modding
- Added is_paused script trigger.
- Added diplo_weight_rivals_mult modifier, which increases diplomatic weight for every rival the country has.
- Updated Starbase and Orbital Ring armor values to use scripted variables.
- Added unused modifiers for Restored Growth/Cognitive/Legion/Regulatory Node Additional Skill.
- Add agenda_cooldown and agenda_finish_modifier_duration parameters for council agendas to override the default defines.
- Add support for script_values in council agenda agenda_cost field.
- Added documentation for council agenda script.
- Removed ethic and initial_effect_custom_loc unused parameters from council agendas.
- Rename council agenda modifiers parameter to modifier, and remove mandatory curly braces usage.
- Added ship_friendly_territory_armor_add, ship_friendly_territory_armor_mult modifiers.
- Add is_on_galaxy_map event trigger for the local player's camera.
- Add set_ship_design effect to change an existing ship's design.
- Added diplo_weight_opposing_mult modifier, which increases diplomatic weight when opposing the current resolution.
- Added triggered_ship_design_modifier for component templates.
- Traditions now support triggered_modifier.
- Fixed message_setting_key not being localized.
- Added effects to give ability to change ruler and council position titles from script.
- random_weight for ethics now takes a country as its root scope.
- Fixed if_scaled_resolution not working correctly for all UI scaling values.
- Fixed ship_piracy_suppression_add and ship_piracy_suppression_mult not working in component templates' ship_modifier and triggered_ship_modifier.
- Updated some missing and inaccurate information in the tradition documentation.
- Added a hide_modifiers = yes / no parameter for civics and origins. It hides the modifiers from tooltips.
- Added add_council_agenda_progress_percentage effect and council_agenda_progress trigger.
- Added empire_size_add modifier.
- Added is_garrison trigger to check if a fleet is a garrison.
- Added on_colony_monthly_pulse on action that fires monthly based on the colony founding date.
- Added on_ship_disbanded on action. Fixed disbanding orbitals by the disband ship button not clearing the has_megastructure flag.
- Added hide_name = yes / no for megastructures.
- Added starbase_modules/00_example.txt to documentation accepted parameters for starbase modules.
- Better error logs for breaking max recursion limits in scripted effects and triggers.
- Changing the blocking of gestalt destiny traits from hardcoded to use the correct gamerule instead.
- Fixed dynamic event targets (with @ in them) failing when used in various places e.g. "exists = event_target:test@root".
- Fixed dynamic event targets being unable to understand dot scoping.
- Improved documentation for a number of effects.
- Made it possible to have interface defines that don't affect the checksum.
- Set numeral_0_icon to be $BLANK_STRING$.
- Split Origin and Civic descriptions into description and negative_description.
- Updated the script documentation for the create_leader effect.
- Added is_void_dweller_empire scripted trigger, which checks for either the Void Dweller origin or Voidborn AP.
- Trade deposits are no longer flagged to be mining station deposits.
- planet_housing_add now shows up to two decimal places.
- Added a define for ground combat collateral damage safe pops. Set it to 3.
- Introduced technicians_add, miners_add and farmers_add inline script to make adding these jobs easier to resource buildings.
- Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap.
- Swapped is_orbital_ring = no for is_normal_starbase = yes
- Trigger graphical_culture now supports the megastructure scope.
- Updated the script documentation for the create_leader effect.
3.8.4.1 (2023-06-15)
VERSION 3.8.4
Balance
- Rebalanced a number of leader traits: Some general and governor traits that previously encouraged moving leaders from planet to planet have been made council traits or had their modifiers changed to discourage this. Resource production traits now require the leader to have at least level 2 to gain the first tier.
- Empire Size now has a floor of 50, and thus can no longer go negative.
- Increased the bombardment effectiveness of large fleets.
- The base rate at which Raiding bombardment steals pops has been dramatically reduced. Each army present on a planet will also protect 2 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony)
- Renormalised political power from living standards and reduced base faction unity gain to better fit intended unity production. The Shared Burdens civic no longer grants an increase to the base unity of the Egalitarian faction, as the benefit is now rolled into their living standards.
- Sequential End-Game Crises now get +2 strength multipliers instead of +1.5.
- The Khan now has terrifying admiral traits.
- The opinion modifier from Defender of the Galaxy now only affects normal, non-fallen/awakened, empires that are capable of independent diplomacy.
- Colonists now increase planetary build speed by 10% instead of creating defensive armies.
AI
- Fixed AI hiring a governor without having a planet to assign them to.
- Fixed AI hiring scientists without having science ships to assign them to.
Bugfixes
- Broken Shackles Origin event "Homesick" no longer casts affected Pops into the void
- Adjusted width of MP lobby chat entries so that they don't overlap the scroll bar.
- Council Agenda Costs now benefit from Empire Size Effect modifiers.
- Cyborg general trait will now add +2 combat width, as stated in the tooltip
- Empires with the Under One Ruler origin no longer ignore the initial 20 year cooldown on government reform.
- Federation project Flocks of Cloud should no longer get stuck ad infinitum in the situation log
- Fixed an error in which you may have been prevented from using Operation Crisis Beacon again - beyond the intended 4-year lockout period - if said Operation was aborted after confirming its target.
- Fixed duplicate tradition names in French
- Fixed Imperial Heirs not having a starting leader trait.
- Fixed queued move orders from a system with an FTL inhibitor not being displayed correctly.
- Fixed randomly generated empires having DLC-locked civics.
- Fixed randomly generated species having DLC-locked traits.
- Fixed randomly generated species having invalid trait and climate preference combinations.
- Fixed randomly generated species not having enough traits if it has traits (such as Aquatic) that are required by something else.
- Fixed the bonus leader trait from Aptitude Traditions not applying to Imperial Heirs.
- Fixed tooltip for Beacon of Liberty and Fanatic Purifiers, now they do mention that they are incompatible with Crusader Spirit
- Imperial Heirs are excluded from the effects of The Orb.
- Imperial Heirs that are generals or admirals in empires with Distinguished Admiralty now benefit from the +2 starting level.
- Invalid civics will get removed when authority is changed through event for Under One Rule
- Leaders excluded from the upkeep cost now correctly produce resources
- Pharma State civic is now correctly blocked by Payback and Broken Shackles.
- Removed DLC lock on some faction demands that were introduced in 3.8
- Set the AI weight for reorganizing the council to 0.
- Void Dweller MegaCorps with the Pharma State civic now correctly replace their starting Holo-Theaters with a Gene Clinic, unless they also have Permanent Employment (in which case it is replaced with the Employment Center).
- Warform no longer has the synth trait and has the second tier of the skirmisher trait.
Improvements
- Imperial Heirs are now up to 10 years younger than regular leaders of the same species. Starting Imperial Rulers are now up to 15 years older than regular leaders of the same species.
- Imperial Heirs that benefit from bonus starting levels now have selectable traits for those levels for owners of Galactic Paragons.
- Imperial Rulers and Heirs now have a 5% chance to start with a negative trait and an additional positive trait. The Philosopher King civic negates this.
UI
- Fixed leader portrait clipping in the level up window.
- Fixed position of Speech To Text button in the MP lobby.
- Fixed width of MP lobby chat text for large fonts and text to speech.
- If a player in your coop group adds a leader trait while you have the level up window open and there are no more traits to add, it will show the last selection.
- Reworked the planet occupation icon frame
- Selecting a ship by clicking it will now ignore its bounding box if it has a collision mesh.
Modding
- Empire size string now uses the actual defines instead of localized numbers for its message.
- Made it possible to set what leader portrait container to use for each location of the new portraits
- Made reload_gui console command more stable
3.8.3.1 (2023-05-30)
VERSION 3.8.3 Patch
Improvements
- It is now possible to rename council positions by clicking on council position name in the council view.
- Added additional event chains to Under One Rule.
- Under One Rule now will take into account if the ruler was bad or good towards citizens.
- Added a checkbox to toggle automatic expansion of a sector in the sector editor
- Made the three different "Terraforming Candidate Discovered" events turn into messages if you have already found one before.
- The pre-sapients that worship the Beholder now have the Psionic trait.
- The Beholder's Psi-Inoculation process is now a pair of decisions to toggle it on and off, instead of a decision to be enacted for each pop you want to become psionic.
- The Animator of Clay has blessed the corroded one.
- Imperial Heirs will now be more likely to adopt the class of the current ruler if you have the Philosopher King civic.
- Imperial heirs will now have their chosen class weighted by civics and traditions that give bonuses to specific leader classes.
- Added the Reorganize Council agenda, which allows reselection of unlocked council positions without the need to reform the government.
- Beholder now has a recruitment event, and Azaryn's recruitment event has a couple more options
- Added a checkbox in the army tab of the planet view to control if a planet is used via the sector army builder or not
- Added scroll wheel speed settings
- Leaders in the leader pool that start with a negative trait, now correctly gets one less additional negative trait during their lifespan.
- For players without Galactic Paragons, leaders will more often get traits that match if they're assigned as councilors or not.
- Increased the age span of new leaders, but weighted towards the middle. Initial Leaders will now also be roughly the same age as pool leaders.
- The edict fund is now shown in the council view.
- Imperial empires can now crown a Chosen One to be the Divine Sovereign if the Chosen One is the current ruler or heir.
Balance
- Legendary leaders do not count towards Leader Capacity.
- The Eager trait now has an additional effect: these leaders will not contribute towards Leader Capacity until they reach level 4. Assigned some event spawned leaders the Eager (II) trait.
- Admirals that command fleets hired from marauders no longer count towards your leader cap.
- XP Penalties for going over leader capacity have been reduced. The LEADER_CAPACITY_XP_SCALE define has been added for modders to be able to easily adjust this number.
- Military fleets led by an Admiral can now explore unsurveyed hyperlanes. (This does not permit Admirals to survey planets, anomalies, or wormholes.)
- Admirals no longer give Fleet Command Limit based off of their level.
- Researching Galactic Administration now removes the cooldown for government reform, this was previously only done if you obtained it via Statecraft traditions.
- Rebalanced many traditions and ascension Perks.
- Opener for Aptitude traditions now gives +1 trait, moved from the Finisher. This is retroactively applied to leaders that have been hired or are in your leader pool.
- The Empire Needs You now gives -25% Leader Hire Cost instead of +1 Leader Capacity.
- Specialist Training now gives +25% Leader XP Gain.
- Psychological Profiling now gives -25% Leader Upkeep Cost in addition to -1 Max Negative Traits.
- Healthcare Program now gives +20 Leader Lifespan instead of +10 Leader Lifespan.
- Aptitude Finisher now gives +1 Leader Capacity and +1 Leader Trait Pick options instead of +1 trait.
- Science Division now gives -10% Scientist Cost and Upkeep instead of +20% Scientist XP Gain.
- Polytechnic Education now gives +10% Leader XP gain instead of +20%.
- Colonial Viceroys now gives -10% Governor Cost and Upkeep instead of +20% Governor XP Gain.
- War Games now gives -10% Admiral Cost and Upkeep instead of +20% Admiral XP Gain.
- Mind and Body now gives +10 Leader Lifespan instead of +20 Leader Lifespan.
- Finisher effect for Statecraft now grants Galactic Administration as a research option with 25% progress instead of giving the tech for tree.
- Resistance is Frugal now also gives -10% General Cost and Upkeep.
- Imperial Prerogative now gives +2 Leader Capacity in addition to its existing effects.
- Transcendent Learning Prerogative now gives +2 Leader Capacity, +1 Leader Pool Size and +33% Leader XP gain.
- Aptitude Tradition "Champions of the Empire" now gives bonus per Leaders' levels. Effect is now a flat -2 Empire Size per Governor level, and 0.5% Exp per Scientist level (and 2 Naval capacity per Admiral/General level)
- Guardian trait maximum effect is now +33% Defense Platform Damage and Hull Points.
- Frontier Spirit trait maximum effects changed to -10% Colony Ship Cost and +50% Colonization Speed and +1 starting pop for colonies.
- Cyborg generals now increase planetary combat width.
- Reduced passive experience gain by 30% for Progenitor Hive leaders from level 1-6 and 50% for Progenitor Hive leaders between 7-10.
- Gray Eminence destiny trait now reduces the effects of empire size, instead of reducing empire size directly. Updated Aturion Efficiency to match Gray Eminence.
- Now imperial rulers do not lose imperial heir trait, so they don't become worse when they take over the country.
- Lowered the spawn chance for the legendary paragon Keides by 75%.
- Autocannons are no longer valued at three times their intended military power.
- Now criminals are also unhappy when under oppressive autocracy civic
- Kai-Sha's "Expanded Contact Network" event will now upgrade her Shady Contacts trait if she already has it. And gives intel on other empires if it has already been maxed out.
- Replaced -20% Empire Size reduction for Aturion Efficiency trait with -10% Empire Size Penalty.
- Leader traits that have base resource production now produce the market equivalent of 8 energy/month for tier 1 and 24 energy/month for tier.
- Aggressor admiral sub-class now gives +7.5% weapon damage.
- Artillerist II trait now gives +7.5% tracking.
- Fortifier trait now scales between -5% Starbase upgrade cost and -5% Defense platform cost at tier 1 to -10% Starbase upgrade cost, -10% Defense platform cost, +5% Starbase hullpoints and +5% Defense platform hullpoints at tier 3.
- Armada Logistician trait ship upkeep maximum reduction is now -10%.
- Military Pioneer trait maximum effects are now +20% Ship Build Speed and -10% Ship Build Cost.
- Guerilla Tactician now gives a flat 10 Evasion instead of a +50% Evasion multiplier.
- Architect of War now gives -10% Military Ship Cost.
- Charisma trait now has a maximum Edict Upkeep reduction of -10%
- Removed -5% Military Ship Cost from the Strategist sub-class
- Geological Consultant trait maximum effect reduced to 9 months of unity per blocker removed.
- Retired Fleet Officer trait maximum effects reduced to +20% Ship Build Speed and -10% Ship Build Cost.
- Agrarian Upbringing trait now checks for country_uses_food = yes instead of being biological.
- Shipwright maximum effects reduced to +10% Ship Build Speed and -10% Ship Build Cost.
- Frontier Spirit maximum effects reduced to -10% Colony Ship Cost and +45% Colonization Speed.
- Architectural Sense maximum effects reduced to -10% Buildings and Districts Cost, -5% Buildings and District Upkeep, +25% Planetary Build Speed.
- Experimenter trait now gives a maxium of 2×Leader Level Research Points per month.
- Explorer trait maximum effects reduced to -10% Science Ship Cost and +25% Anomaly Research Speed.
- Expansionist maximum effects reduced to -10% Outpost Alloy and Influence Cost.
- Great Researcher trait now gives 5×Leader Level Research Points per month.
- Taskmaster trait XP reduced from 600 to 500. In return it now has soldiers produce 2/2/2 Energy/Minerals/Food (for countries that use food) or 3/3 Energy/Minerals (for countries that don't)
Bugfixes
- Under One Rule now changes to Imperial Authority when transitioning to Galactic Emperor or Psionic Sovereign.
- Intellectual Espionage trait now takes into account all researcher category jobs on the planet.
- Fixed an issue where the Expanded Hive Warren would get deleted if there was no remaining unupgraded Hive Warrens on the planet
- Updated all researcher jobs to check for Academic Recruiter.
- Increased the army upkeep from Disorder II trait.
- Chainbreaker trait now requires Egalitarian ethics.
- Honored Warmaster trait now requires Xenophile ethics.
- Commented out cut prospecting decision.
- Kidnapper trait now checks that the general's owner allows slavery instead of checking their ethics.
- Taskmaster trait no longer gives an undocumented +5% Building Speed per soldier job.
- Now you can't terraform with Azaryn without launching her special ability.
- The Death of a Great Leader event should no longer fire when you send a leader off to the Keepers of Knowledge.
- Cloaked Ships will no longer block starbases from being rebuilt.
- Moved gestalt nodes further apart from each other in the council view so that trait picking doesn't get blocked when they have a lot of traits.
- The planet visuals should now update properly when planets change class
- Fixed an issue where traits given via event options would not correctly display triggered effects
- The ambience sound effect played in the council view is now properly affected by the ambience volume slider
- Fixed an issue where leaders that changed empires would retain their council position in their old empire
- Updated all researcher jobs to check for leader_trait_academia_recruiter
- Fixed a bug where modding the species appearance would not apply to the ruler
- leader_trait_industrial_espionage now takes into account all researcher category jobs on the planet.
- The Scholarium Investigator leader trait now gives +25% Assist Research Efficiency instead of failing to give 10% Research Speed as a non-council trait.
- Fixed a COOP bug where it was possible for several players to unlock council positions at the same time resulting in duplicates
- If there is a wormhole in the capital system, then the Keides wormhole will spawn in a random neighboring system 1-2 jumps away
- Cordyceptic Stargazers now correctly spawn with an amoeba fleet again.
- Fixed Eager Explorer empires spawning with an extra scientist.
- Slaves are now properly set under dystopian living standard
- Any Gestalt empire generated after game start (e.g. from machine uprising) should now correctly get their Gestalt council nodes.
- Hyperdrive technologies no longer show duplicated icons.
- Fixed issues where starbase modifiers would apply to defensive platforms when they shouldn't
- Fixed an issue where pre FTL empires spawned from the necrophage origin would spawn in orbit of their planet
- Fixed a bug where ships would sometimes stop following its target when they entered a hyperlane
- Zroni Relic will now add 1 level to the leader, but won't choose trait on random it will be up to player to chose the trait.
- Fixed notification map ping staying visible for some time after dismissing the notification.
- Fixed a bug where some traits would not properly localize their names when their modifiers are part of tooltips
- Fixed a bug where the Insightful trait tooltip would duplicate headers for its effects
- Fixed an issue where it was not possible to unassign envoys from their current task
- Fixed Resilient trait to properly adjust for synths. Did the same for destiny trait which was giving leader life span
- Crusader Spirit Opinion Modifier: Now it gives -80 opinion towards everyone of different ethic and +20 to the same ethic empires
- Fixed issues with the fleet manager where the buttons to increase and decrease the number of ships would not work correctly when using shift or ctrl modifiers
- Rogue Scientist event chain shouldn't trigger for Governors assigned as Head of Science.
- Updated some trigger loc from "No of ..." to "Number of ..." to be more consistent with the rest of the game.
- Fixed Tooltip for Paranoid Leader Trait
- Fixed title case for anomaly.3141 "The Depths of Alien Life"
- The event that allows you to pick a Chosen One no longer says "three individuals" are capable of absorbing such power and proceeds to list four names.
- Events that give the Chosen traits now check that the leader in question is psionic.
- Fixed an issue where you could reinforce a fleet when the template was not filled with the correct ships even though the fleet was filled on command limit
- Fixed the spawn chance modifier of the anomaly The Orb, as it could not spawn before.
- Beholder planetfall error message now states that an empty building slot is required.
- Fixed icon for brainslug species trait again.
- You can no longer psi-inoculate hive-minded pops or those being purged.
- Fallen empire capital planets should now have the correct planetary designation.
- You can no longer create subjects from sectors if the primary species would be an infertile clone army species.
- Marauder admirals can no longer serve on the council or be manually fired.
- Fixed some edges where a ruler could be chosen by a shroud entity but not awarded the trait.
- Added scripted loc for GetDefenseForceOrArmada and GetGDFOrArmada
- Updated Cybernetic Advantage agenda so it doesn't display placeholder art.
- Regular empires no longer have machine or hive-mind leaders in their external leader pools and vice versa.
- Cloned Organs/Self-Preservation Protocols now correctly has the same effects as Mind and Body.
- Fixed incorrect modifiers on the adoption effect of Synthetic traditions.
- Fixed MP lobby chat messages and scroll bar spilling outside the chat box.
- Fixed most tooltips in the game browser not working.
- Fixed Plantoids Species Pack DLC not showing up in MP lobby DLC list
- Fixed misalignment of the DLC icons in the multiplayer lobby
- Fixed icon lists sometimes becoming vertical when they should be horizontal
- Fixed coop presence icons not always showing their tooltip.
- The Interstellar Recruitment Office tooltip now specifies why you can't build it if you already have one in your empire.
- The sentinels archaeology site will now put Azaryn back on her own ship when she returns.
- Fixed a bug where some mercenary fleets would not have an admiral assigned to them
- Mercenary Admirals now get Mercenary Warrior Trait and 2 admiral traits to represent their level
- Mercenary Enclaves should no longer steal their admirals which they just rented out
AI
- AI will now wait until it has at least 5 planets and 25 years before choosing a specialization designation for its homeworld
- Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts
Stability and Performance
- Fixed a number of Out of Sync errors.
- Increased performance in the leader view
- Fixed a crash that would sometimes occur when a scientist was elected ruler while performing science ship orders
- Fixed a rare, but persistent crash when an empire was destroyed
- Fixed a crash that could sometimes happen if there were issues opening or writing log files
- Fixed crash in MP lobby when you confirm disbanding a coop group if the player list changed while the confirmation popup was open.
- Disabled tooltips in the loading screen to avoid crashes related to focus loss.**
UI
- Re-enabled tooltips while the game has no focus as hiding them caused issues for screen readers.
- Added tooltips for the join/leave coop empire button in the MP lobby when you can't click it.
- Added a tooltip for the coop checkbox in the MP lobby when you can't change it due to being ready.
- Use different titles for the multiplayer and coop game browsers.
- The multiplayer game browser now has a column that shows whether a game allows coop.
- Fixed an issue where the active agendas list would sometimes duplicate elements
- Added a new version of the main coop presence view to the topbar for resolutions with width >= 1600
- Auto-confirm disbanding a coop group in the MP lobby if all other players leave the group.
- Modifiers that affect leader experience gain will now be indented under a "Experience Gain Rate:" header
- Added confirmation prompt when selecting a country during hotjoining
- Lysator Syng's hire tooltip now shows that hiring him will give you 3 pirate ships as well.
- Show decimals for power projection breakdown in naval cap tooltip
Modding
- Added setrandom$CLASS$_background_effect script effects, to assign a random background class to a leader. $CLASS$ can be replaced with admiral, general, governor, or scientist.
- Added support for custom_tooltip_with_modifiers for council positions.
- Updated documentation for council positions to include new script support. See 01_test_councilor.txt for an example of a council position not linked to civics.
- Added script effect "unlock_council_selection = yes" to force validation of council positions and allow the player to reselect their council positions.
- Fixed the ethics OverLappingElementsBox not reloading properly
- Fixed the spacing parameter not working for vertical OverlappingElementBoxTypes
- Added new "empire_size_add" modifier, which flatly increases or decreases the Empire size.
- Council position unlock screen will now show council positions which are available by scope check but don't require any civics
- Added console command "debug_trait_weights", which enables logging of some of the trait random roll weights.
- Added military_power_multiplier to weapon components, which allows manual adjustment of combat power assessment for intangibles that are otherwise difficult to automate.
- Use 2 decimals for army upkeep in army view
3.8.2 (2023-05-11)
VERSION 3.8.2 Hotfix
BUG FIXES
- Fixed an issue where the mouse input would be offset when playing with fullscreen on.
- Fixed an achievement not always being awarded correctly.
- Fixed the Kidnapper trait applying to the whole empire population instead of the given planet.
- Fixed a bug where permanent rulers would not get their ascension perks when finishing the special projects to convert them.
- Anglers now once again count as farmers.
- Fixed map tracking sometimes not working for first contacts and archaeology sites.
- Holo-Theatres are now correctly destroyed when a gestalt empire conquers the planet they are built on.
- If an empire stops having Imperial Authority, the Imperial Heir trait is removed from their former heir.
- Leaders can no longer start the game with traits that produce resources. This should stop machine leaders from keeping a bonsai tree garden as a hobby.
- Restored the brainslug species trait.
- You can no longer psi-inoculate hive-minded pops or those being purged.
- Fixed an issue where some situation modifiers were not applied correctly.
- Fixed The Beholder, Keides, Azaryn, and others leaders from Paragon mutating due to traveling through shroud tunnels.
- Now Crusader Spirit will correctly impose the Crusader spirit civic on empires who lose the ideology war.
- Now the Imperial heir will have 0 Unity upkeep (upkeep from negative traits can still apply).
STABILITY
- Fixed a COOP crash when two players were selecting ascension perks at the same time.
- Fixed a crash related to pops with invalid species.
- Fixed a crash that could occur during removal of invalid trade deals.
- Fixed an out of sync related to events.
BALANCE
- The Minister of Exploration now grants +3% jump drive range per level.
- The additional unity duelists gain from the Arbiter of Duels is now added to their base output instead of multiplying the base output.
AI
- Fixed an issue where the AI would repeatedly attempt and fail to invade the pre-FTL empires from the Fear of the Dark origin.
UI
- Event notifications can now be configured in message settings.
- Added ship engagement range modifier to ship tooltip.
- Crime/Deviancy modifiers should now show the correct name in more places.
- Fixed Galactic Paragons not being shown in DLC lists.
- Fixed UI issues affecting the council view for gestalt empires after they unlocked their third civic.
- Fixed overlap between achievements and forum link button in the main menu on non-Steam platforms.
- Fixed text overlap between coop filter and cross platform filter in the matchmaking view.
- Improved the layout of the Multiplayer lobby DLC icons.
- Message settings are now sorted in alphabetical order.
- Message settings that have been changed and later changed back to their default values (without using "Reset Default") will now be saved as changed values.
- The coop filter checkbox in the multiplayer game browser is now checked by default.
- The player name used for Multiplayer is now saved more consistently.
- When hot-joining a coop empire, events that are open for other players in your empire before the hot-join will no longer be shown to the joining player.
- Icons for tiered traits should now correctly display a Roman numeral 'I' for tier 1, for players without Galactic Paragons.
MODDING
- Fixed a case where modded games could crash when using custom leader classes.
- Fixed crash on session start when using modded leader classes.
- Fixed some incorrect documentation for message types.
3.8.1 (2023-05-09)
Galactic Paragons
Galactic Paragons
- Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to expand upon the new Council Mechanics in Stellaris! Find dozens of unique council roles based on your civics and government types, and unlock additional positions as your empire evolves.
- New Dynamic Leaders: Recruit, improve, and follow the leaders of your empire through the ages! You may shape them by picking their traits, selecting their veteran class, and guide them towards their destiny, up until they retire - or perish!
- Meet Galactic Heroes: Attract paragons of renown to your council: unique leaders with their own art, events, and stories may join your empire and bring their own benefits to your government. Or, discover four Legendary Paragons with intricate event chains and unique mechanics!
- New Traditions, Civics, And More:
- A new “Under One Rule” Origin that tells the tale of the leader who founded your empire
- Eight new Civics focused on leadership, from immortalizing the personalities of leaders past in digital archives to heavily optimized council selection via corporate charter
- 12 new Veteran Classes
- Hundreds of new Leader Traits
- Two new Tradition Trees, giving players new edicts and improved leaders
- New ships, art, and story content
- 6 new achievements introduced
VERSION 3.8.1 - Gemini
FEATURES
- Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
- Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
- Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.
Please note that Cooperative modes are still considered to be a beta, and may be less stable than standard multiplayer, or may have some unusual experiences. We will continue to polish and refine Cooperative mode over the next few patches.
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Empire Council: Ruling a Galactic Empire is hard work, and your council of trusty leaders is there to help you. Base-game Stellaris now includes a ruling council, where up to three leaders will assist you in ruling your empire - your Ruler, your Head of Research, and your Defense Minister.
- Each leader gives bonuses to their area of expertise, which grow increasingly more powerful as they level up over time.
- Gestalts will have a collection of immortal “nodes”, that will level up and gain new traits over time, which we feel better suits them thematically.
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Ruler Creator: Added a new step in Empire Creation that permits the selection of your ruler’s appearance and starting trait(s).
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Renowned Leaders: Updated several leaders to use new Leader systems:
- Updated Tuborek with new effects to use the Paragon System.
- Updated Reth Unddol with new visuals and effects to use the Paragon System.
- Updated Gray's Menu and effects to use Paragon Systems.
- Updated the Caretaker with new visuals and effects to use the Paragon System.
- Updated the S875.1 Warform with new visuals and effects to use the Paragon System.
- Updated the Oracle with new visuals and effects to use the Paragon System.
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Ground Combat and Bombardment Changes: Several changes have been made to armies and bombardment.
- Army Builder tab added to starbases, which allows easier creation of Assault Armies across a sector.
- An army can be set as a Rally Point - new troops will automatically try to merge with this fleet (regardless of whether they were queued with the Army Builder or the old Recruit button).
- Planets can now select whether or not to Deploy in Orbit any newly recruited armies.
- Planets can now be taken through Orbital Bombardment if all defending troops have been killed. A policy can be set if you wish to refuse this form of surrender, and planets will not surrender to genocidal opponents.
- Bombardment is significantly more damaging than it used to be. More pops will die, and more buildings and districts will be ruined.
- Orbital Bombardment will now scale with the amount of ships bombarding, the first 100 fleet size ships will do full damage, after that each additional 100 fleet size will add 70% of that efficiency. For example, 300 fleet capacity worth of ships will deal 100% + 70% + (0,7^2 = 49%) = 219% total worth of bombardment damage.
- Bombardment effects are scaled based on the number of pops, buildings, and planet size. Small dense planets will suffer greater losses than large, sparsely populated planets.
- Ground Combat is also more devastating to planets than it used to be, but much less so than bombarding.
- The effect of collateral damage from different army types have also been adjusted, previously the collateral damage on army types was a linear value and not a multiplier, which meant that in practice high damage high collateral units like Xenomorphs could effectively do less collateral damage on the planet compared to normal troops because they would kill the enemy troops very quickly. This is no longer the case as the collateral damage modifier now acts as a multiplier on any damage dealt.
- Planetary Capital buildings now spawns 0/4/8/16 defensive armies for free based on the tier of the building.
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Sector Editor: It is now possible to edit Sectors in the Planets and Sectors screen. Systems can be freely moved between sectors as long as they are in range of the Sector Capital. Sector Capitals must now be at least four jumps away from any others.
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Customizable Menu: It is now possible to rearrange the list of options in the left side menu, by pressing the new Cog icon at the top. This will also correspondingly change the hotkeys to open these menus, allowing you to rebind these menu items to whichever F1-F10 key you prefer to have them on.
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Customizable Message Notifications and Toasts: Messages and notifications can now be customized to suit your needs.
- Added a new message type called a “toast”, which pops up and disappears automatically after a brief period of time.
- Settings -> Messages, Ctrl+Click, or cogs (on certain messages) will open the Message Settings menu.
- Messages can be disabled, enabled, or set to automatically pause the game.
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Fleet and Ship Designer:
- Merged into tabs of the same screen.
- Now displays a longer list of fleets.
- Copy Fleet Template and Overwrite Fleet Template features added.
- Delete + Enter will delete a fleet.
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Science Ship Automation: You can now enable or disable more Science Ship automation modules.
- Explore Systems - will explore the galaxy by entering systems and discover any planets and hyperlanes in there
- Survey Systems - will survey new systems the science ship enters
- Investigate Anomalies - will automatically research anomalies
- Excavate Archaeology Sites - will automatically excavate Archaeology sites
- Research Special Projects - will automatically research special projects
IMPROVEMENTS
- Added new Capital Designations for non-Gestalt empires. (Factory Capital, Forge Capital, Trade Capital, and Extraction Capital).
- Added unique textures for Mercury, Venus, Neptune and Uranus for the Sol system.
- Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
- Improved animation for gas giants.
- Added a new anomaly: The Orb.
- Added a special solar system protected by the Lone Defender.
- Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
- Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
- The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
- There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.
- Added hotkey 'u' to upgrade fleet button.
- Broken Shackles empires will now have their starting Minister of Defense and Head of Research be recruited from any of the species in their empire.
- Added keyboard command for jumping to the next day, ‘.’
- Added Ship Section Templates to the Ship Designer which allows for easier creation of designs of a certain role, such as carriers or missile focused designs.
- Auto-designed ships and those designed by the ship role button will now only equip archaeo-components if your empire has the Archaeo-Engineers AP.
- You can now hotjoin an MP game to control the Daemonic Incursion.
BALANCE
- The Khanate Successor origin now unlocks raiding bombardment.
- Fallen Empire starting rulers are now level 10.
- Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits.
- Reduced focused capital production bonuses from +20% to +15% following dev diary feedback.
- Random leader starting age range increased to 25-35
- Bonuses for many Authorities changed. Previous benefits such as the old form of Agendas and Mandates have been removed.
- Democracies focus on their factions, with +10% Faction Approval and they Reset Government Reform and Policy cooldowns following elections. Their ruler provides +2% Faction Unity and +5 Edicts Fund per level. The people have spoken!
- Oligarchies focus on their ruling council, and have +2 Effective Councilor Skill. Their ruler provides +5% Councilor Experience Gain and +5 Edicts Fund per level.
- Dictatorships focus on their ruler, who provides -2% Pop Amenities Usage and +10 Edict Fund per level.
- Imperial empires focus on their Capital System, which produces +10% Resources from jobs. Their ruler provides +0.25 Maximum Influence from Power Projection and +5 Edicts Fund per level.
- Megacorps have +20% Commercial Pact Efficiency, but +50% Empire Size from Planets. Their ruler provides +2% Branch Office Value and +5 Edicts Fund per level.
- Hive Minds have +25% Pop Growth Speed and -25% Empire Size Effect. Their ruler grants +2% Monthly Unity and +5 Edicts Fund per level.
- Machine Intelligences have +1 Pops When Establishing Colonies, +1 Mechanical Pop Assembly, +10% Mining Station Output, +50% Empire Size from Planets, and 50% Pop Growth Reduction. Their ruler grants -3% Empire Size from Pops and +5 Edicts Fund per level.
- Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 2,000 or by 4,500 if the Archaeo-Engineers AP is taken.
- Criminal Syndicates now have -20% to Branch Office cost.
- Broken Shackles laborer jobs no longer benefit from modifiers applying to artisans or metallurgists.
- Broken Shackles scavengers are now considered researchers for the purpose of modifiers.
- Gave the Grand Herald archaeo-tech components.
- Rebalanced the "Shroud-Touched” traits that can be gained by leaders going through a Shroud Tunnel.
- Commercial Pacts now give High Economic Intel on Colonies.
- Empires with the Payback origin gain a damage bonus against ships belonging to militarily superior empires.
- The Seize Galatron casus belli is now unlocked the first time the Galatron is used, instead of upon acquisition.
- Trade collection will now prioritize the capital and then sector capitals if they are in range, even if other starbases are closer, resulting in overall greatly reduced piracy from trade routes if collection is there.
- Curator order now offers Gestalts a Trait instead of a Scientist.
- Changed Technocracy bonus to award Scientists a random expertise trait in addition to their other traits.
AI
- Massively reduced the number of starbases assigned to cloaking detection for the AI.
- Fanatical Spiritualists will now always outlaw robot workers.
- AI attitude updates now happen only monthly and on diplomatic actions.
- Relaxed AI budget requirements for orbital ring upgrades.
- Allowed AI to build economically useful orbital ring buildings without a matching designation.
- AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings.
- Stopped AI from never fully re-evaluating ship designs if it had no preferences specified in its AI personality.
- Fixed an issue where AI would calculate a forecast of planet build queue items using a pop which could not work jobs provided by these buildings leading to incorrect results.
- AI is now much more restrictive about building gene clinics.
- AI will now prioritize building new starbases at the Sector Capital more.
- AI will now micromanage their enforcer jobs by using the scripted logic provided by the Planet Automation System.
- Fixed an issue where AI would not attack pirate stations in their empire.
- Ai will now resettle pops with low habitability to planets with higher habitability in the early game.
- Adjusted AI alloy spending budget to be a bit better at spending alloys on starbases and colony ships at the same time.
- Fixed several issues where AI would build or upgrade amenity or crime buildings even when they had already forbidden jobs from these buildings.
- AI trader persona are now the only ones who will build trade hub starbases and they will now only build them in sector capitals.
- Improved peace time AI for upgrading fleets and patrolling trade routes.
- AI empires that has Thrifty perk on their main species are now also eligible for the Peaceful Traders and Ruthless Capitalists AI personalities.
STABILITY
- Tooltips will no longer be shown when the game has lost focus (tabbed out or any other focus loss). This will prevent crashes caused by tooltips being generated in contexts where they aren't expected.
UI
- Disabled tutorial in Multiplayer (but not coop PvE).
- Auto-close auto-opened anomaly window if the science ship has already started researching the anomaly.
- DLC icons on the empire creation screen now appear in the same size and in order of releases.
- The popup when you are kicked or banned or the server is lost will now appear in front of other windows.
- Truncate long empire, government and species names in hotjoin.
- Make scrolling smoother in some places.
- Display special project energy cost in situation log.
- Auto Track Log Entries setting is saved in the save game.
- Fix certain windows (e.g. ship orders) being too small compared to the sprite tiling, which caused graphical bugs.
- Removed the in-game web browser. The game will now use the system browser instead.
- Adjust chat input and chat entry to the new chat window size.
- Changed player ready string to text icon.
- Planet view no longer closes when opening other UIs like the pop resettlement or market view.
BUG FIXES
- The Espionage Operation "Imperium: Target Seditionists" now correctly aborts if the Imperium falls.
- Fixed incorrect costs for Caravaneer deals.
- Payback: fixed incorrect tooltip in "Flagship Updated" event.
- Broken Shackles: fixed "First Contact with MSI" modifier not disappearing under certain circumstances.
- MSI can now use raiding bombardment with fleets hired from mercs.
- Fixed checkbox tooltips in "Host server" window not appearing.
- Fixed some scoping errors that prevented the "Indoctrinate Society" operation from working correctly.
- Fixed an issue where it was possible to do two jump drive orders back to back by queuing them up via shift clicking.
- Insight technologies should no longer be randomly awarded from events such as Old with Defects.
- Removed Broken Shackles being scripted to start without a shipyard.
- Pledging Secret Fealty to another empire now gives them +20 Intel on and knowledge of all of your diplomatic pacts.
- Fixed the trapped in the storm special project stating the planet is trapped in a storm on the planet instead of the science ship being trapped in the storm.
- Fixed "Cross-platform play" checkbox sometimes not being checked by default.
- Choosing to hand over system ownership during the course of Pre-FTL Observation event "Among Us" now correctly grants you a Claim on that system.
- Removed erroneous custom tooltip for the finisher effect of Psionic traditions.
- Fix an issue where starbases would do cloaking detection for the wrong empire for 1 day.
- System and star name should now match even if the player selects an origin that has a special starting system.
- Enclaves should no longer keep offering you their services if you become a fanatical purifier.
- If you are a corporate angler when you finish the Fear of the Dark story line you will now become a regular angler.
- You will no longer get stuck with two unuseable civics if you become a Fanatical Purifier while a Barbaric Despoiler.
- You can no longer become a Fanatical Purifier while the Galactic Custodian or Galactic Emperor.
- A synthetically ascended empire should no longer refer to their own pops as having owners.
- Fixed some grammar in the Hivemind Voidspawn reanimation event.
- Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
- Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
- Removed a double “be” from a machine become the crisis event.
- Multiple Tuboreks should no longer be hidden inside the shielded worlds.
- Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
- Fixed incorrect calculation used for Offspring amenities.
- Lithoid pre-sapients "working" in zoos now correctly eat minerals.
- Fixing truncated build queue items in the starbase view.
- Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
- Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
- The "Direct Join" window now blocks other input.
- Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
- The Radio Telescope Array now reduces the chance of Pre-FTL awareness decay instead of increasing it.
- Archaeoshields should now properly provide their shield hardening bonus.
- Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
- Fixing custom diplomatic action sounds playing for unrelated empires.
- Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
- Added missing background for Ironman game setting.
- Added missing "gateway" icons and tooltips to cloaking and detection technologies.
- Changing policies now correctly removes diplomatic pacts with pre-ftl civilizations.
- Fixed issues where sectors would not always include all systems within range, also fixed related issue where sector map mode would sometimes draw borders between systems in the same sector
- Deleting templates in the fleet manager will no longer reset the scrollbar, added 'Delete' hotkey to template removal.
- The "Host server" window now blocks other input.
- Prevented joining full MP games.
- Fix MP game browser listing full games even if "Not full" is checked.
- Species with servile trait can no longer be given the Full Military Service rights and thus generate leaders.
- Ringworlds now use empire color.
MODDING
- Add_random_research_option script effect now ignores Insight technologies by default.
- Added the creator scope for leaders, allowing you to scope to a leader's country of origin.
- Added reset_policy_cooldowns = yes effect.
- Added the special_max_amount = yes/no parameter for resources.
- Council position support use of conditional_tooltip = "LOCKEY" to display custom tooltips for triggers you define in is_leader_possible = { }, triggers defined here are not otherwise shown in the council position tooltip.
- Scripted triggers may now generate up to one automatic event option icon each
- Calling GetAge in localization should no longer show the leaders age if marked as hidden
- Added controls to the fleet imgui view and added jump drive information to ships
- Using the ImGui view shortcut for selectables (ctrl+alt+right click) on the same selectable when it's already open, will now close the view.
- Added expansion_planner = yes/no for districts. This controls if the district type should be visible in the expansion planner or not and defaults to no.
- Views containing longer texts will now automatically reload when changes in localization are detected.
- Added damage_vs_superior_empires_mult modifier
- Add
remove_from_federation script effect
- Removed support for the "Major" flag and potential trigger in events.
- You can also use from for the ship design in section template ai weights
- You can now scope to a ship's design using 'design = {}'
- Added has_role trigger for ship designs
- You can now refer to the ship design using "from" in ship components. It may have incomplete information, but it will have at the very least the ship's designated role stored in it.
- Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
- Replaced set_is_female with set_gender
- Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
- You can now use "initializer = random" in the spawn_system effect
- New trigger "num_candidate_supported", returns number of times an election candidate has been supported this election.
- Removed add_ruler_trait and remove_ruler_trait in favor of using add_trait and remove_trait instead
- Add random_ruler to create_leader's class field. This will randomize between valid ruler classes for the empire
- Removed the ruler specific class. The ruler can now have other
- Kill_leader leader effect now accepts ruler = <yes/no> instead
- Has_ethic trigger now works on pop_faction scope too, returning their guiding_ethic.
- Added on_planet_returned on action which triggers when an owner of a planet regains control of it
- Made species_classes overwrite extendably too
- AI economic plans now overwrite in an "extendable" way, so you can define a further "basic_economy_plan" which adds an extra subplan, and it will append this subplan to the existing basic_economy_plan
- Ownership limits now no longer overwrite the full object but are instead "extendable", which means you can define a second "default" and put an entry in, and the game will add that to Vanilla's definition of "default"
- Activating an Agenda triggers OnAction "on_agenda_finished".
- Fixed faction_approval not working as country modifier.